Shadeus Posted May 3 Clone Share Posted May 3 (edited) Troben the Ragler AC: 21 | Hit Points: 95+6/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | 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 watches the chaos unfold around him and something draws his attention: whatever the crazy voodoo guy is doing. They need to plow the field and kill off as many of these annoying minions as they can before unloading everything they have left on the Plague Lord. He guides the echo towards Papa Plagues while he moves himself towards Cain. But with whatever is going on with that voodoo doll. It's time to finish this guy off before he does...well, whatever he does. Troben cracks a big can of Asskick (patent pending) on this guy with the voodoo doll with his echo. The echo is a temporal wrecking machines and tries to put down the minion before it can inflict any worse damage. Tabletop Troben and his echo move as shown. He's going to focus his attack on Papa Plagues. The voodoo doll kind of has him freaked out...so, yeah, time to kill that guy hard! Using his echo, he attacks Papa Plagues: Attack #1 - hits AC 19. Assuming that's a hit, he will use his heroic strike to turn it into a critical hit. It inflicts 49 slashing and 7 fire damage. This also triggers an extra bonus action attack with GWM. Attack #2 - hits AC 29, I will assume a soft critical. It inflicts 39 slashing and 10 fire damage. Bonus Attack - hits AC 26 doing 24 slashing and 4 fire damage. If Papa Plagues has AC 16 or less, then it's a soft critical worth an additional 14 slashing and 4 fire damage. Total damage is 112 slashing damage and 21 fire damage (if the last attack is a soft crit, the total is 126 slashing and 25 fire damage). If the first two attacks kill Papa Plagues (88 slashing and 17 fire damage), then the third attack will go against Cain. Edited May 3 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Greatsword attack #1 vs. Papa Plagues 19 1d20+1d4+11 4,4 Critical Slashing / Fire damage 56 reroll(5d6,2,below,1)+38 5,1,6,1,1,3,3,1 Flaming Greatsword attack #2 vs. Papa Plagues 29 1d20+1d4+11 17,1 Soft Critical Slashing / Fire damage 49 reroll(10d6,2,below,1)+8 5,3,4,6,6,3,1,3,3,4,4 Flaming Greatsword bonus attack vs. Papa Plagues 26 1d20+1d4+11 11,4 Slashing / Fire damage 28 reroll(5d6,2,below,1)+8 2,4,1,6,4,3,3 Extra Soft Critical damage 19 reroll(5d6,2,below,1) 3,4,1,5,4,3 Link to comment Share on other sites More sharing options...
herastor Posted May 8 Clone Share Posted May 8 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 77/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 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: 3/6 2nd: 1/3 3rd: 2/3 4th: 1/2 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: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 The pain was horrible, but it kept Eithne focused. Focused on where she was and what she needed to do. She had to clear the path to the lord, no matter what. While Troben used his echo to suppress what ever the twisted man an his rag doll mockery of her friend, she focused on the insectoid that blocked his path. A halo of light formed before Eithne, and another, and another still. The air rang with the sound of it and a distant keening. The wail grew closer until the light light poured from her... Mechanics Starry Form (Dragon): 9.6 min Owl Cloak: 7 rounds Bless: 7 rounds Empowering Orb: 7 rounds Resistance: 7 rounds Polymorph: 29.9 minutes Failed again, so I'll keep the damage Eithne took from before. She'll move 25 ft. to the west and cast guiding bolt at 3rd level on Cain. I'm assuming a 31 soft crits. If it doesn't, then I split up the damage. Either 60 radiant or 26. She'll use woe on an attack that she can prevent from landing on her or someone nearby with her reaction. Does disease damage require a concentration check? Edited May 8 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC 16 CON (Bless) 13; 2 1d20+4;1d4 [9]; [9,2] 3rd Lv Guiding Bolt (Empowered) 27; 4 1d20+9;1d4 [18]; [18,4] Radiant Damage (Empowered) 21; 5 6d6;2d8 [2,4,1,3,6,5]; [2,4,1,3,6,5,3,2] Soft Crit? 34 2d8+6d6 8,6,4,4,2,4,4,2 Link to comment Share on other sites More sharing options...
Papa Bear Posted May 9 Author Clone Share Posted May 9 (edited) Troben turns his attention to Papa Plagues and the whatever it is doll he is manipulating. The Echo carves into Papa Plagues unleashing mighty hell. If not for the power of the voodoo lord's protective barrier, the assault would have felled the man. But the Echo did the job, or nearly enough, so that when Vrod charges him (skirting the edge of the toxic puke), the big orc is able to finish off what Troben started. Eithne unloads on the insectoid, human hybrid and it cries out in terrible pain. It retaliates by slashing at Troben with its clawed hands, hitting once, then shoots a glob of acid at Eithne flying above them but the glob goes wide and sizzles against the ceiling. She is very glad that didn't hit. Baldric ignores the psychopath before him and rushes head long at the Plague Lord, taking a swipe for his troubles. Tiberion steps up and attacks Psycho, smashing the nutjob with his hammer. But Psycho directs his insane babbling at the dwarf who grabs his head in pain, dropping his hammer and shield. Remy suddenly appears beside Troben, thrusting her lance into the creepy half whatever it is, killing it. Then the Rot Monster opens the maw on its stomach again and coughs up more of its bile on Remy and Troben. Again, it does not move from its defensive position in front of the Plague Lord. Austin steps up under Eithne and launches a fire ball into the corner of the room, burning the Plague Lord and the Rot Monster. "You've come to play," The plague lord taunts, "How quaint. Come to me paladin, come to me, knight!" then he yells 'stop' at Troben. Lady Plague moves down behind Troben and Remy, her whip lashing out on the other woman's back. Remy shrieks in pain then turns her head and growls, "Oh, you're going to pay for that $#%&@" OOC: @herastor It probably does, but I'm not going to rule that it does since it is environmental. And Oh yeah, soft crit, baby! Remy and Troben need to make a DEX Save DC 14 for half damage from acid damage (11 on fail, 5 on success) With advantage, the plague lord failed the fire ball save (yay) On top of the toxic puke, Troben must make a WIS save vs. DC 18 or lose the ability to use the Attack Actions next round. Plague Lord Attacks Orb of Disease: 15 foot radius AoE, DEX save for half (DC: 16) 3d10 damage. Targets hit must also succeed at a DC 16 CON save to not catch Leprosy. This Leprosy is 'fast acting' and will deal 2d6 damage every round until you succeed at the CON save (unless you save the first time against the Leprosy). Failing the CON save deals its damage on the next round as the skin visibly rots. Taunt: Anyone hearing the Plague Lord's Voice grants the Plague Lord advantage on Saving Throws until the Plague Lord's next round. This ability also requires Concentration. Bloat Its a Dolphin right now. Sharina Dead before she ever got to do anything... good! Rot Monster AC: ?? . . . . . HP: ?? Vulnerabilities: Fire Attacks Toxic Puke: Range 30 feet, 10 foot AoE. DC 14 DEX Save and Deals 3d6 Poison damage (half on save). entering or beginning your turn in a toxic puke puddle deals 2d6 damage. Puddles last 1 minute. Cain AC: 18 . . . . . HP: ?? Vulnerabilities: ?? Attacks Acid Stream: +8, 3d4 Acid damage on hit, then 2d4 the following round and finally 1d4 the third round. This ability does not stack, but it resets the damage to the initial 3d4 damage. Papa Plagues AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Something voodoo-y Psycho AC: ?? . . . . . HP: ?? Vulnerabilities: >> Attacks Psychotic Voices: Psycho can direct his insane ramblings into the head of a specific target within his line of sight. The target must succeed at a DC 16 Wisdom save or fall under Psycho's spell and will perform Commands instantly. If the command endangers himself or his allies, he gets another WIS save to break free of Psycho's spell. This ability requires concentration. Lady Plague AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Whip Attack: +11, deals some damage and some other effect. Summary Another round down, you guys are up!! Edited May 9 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cain Claw 1 on Troben 27 1d20+11 16 Cain Claw 2 on Troben 14 1d20+11 3 Claw Damage on Troben 4 1d6+3 1 Acid attack on Eithne 16 1d20+11 5 Acid and Disease damage (Save for half) 5; 6 2d8; 3d4 [1,4]; [1,4,2,2,2] Ah crud, ignore that damage. I was looking at the wrong thing... its just 3d6 acid (Which might end up being the same) 11 3d6 3,5,3 Link to comment Share on other sites More sharing options...
Shadeus Posted May 9 Clone Share Posted May 9 (edited) Troben the Ragler AC: 21 | Hit Points: 95+4/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | 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 sees the blob of acid coming his way and he tries to duck. He manages to hide behind Cain and dodges the worst of the acid only having a small amount burn his leg. However, the commanding voice of the Plague Lord compels him to not attack this round. Despite knowing he wants to, he can't muster the will to do it. Instead, he moves his echo to help Tiberon with Psycho and uses his ring to hex the demon as well. Tabletop He needs to first start with the DC 14 Dexterity saving throw: 20! He saves and takes 5 damage, which is further halved to 2. Now the Plague Lord's attack, a DC 18 Wisdom saving throw (he gets advantage and another +2 because he's defying the Plague Lord): Failed. Well, that limits his options. He moves himself and his echo as shown and will use a bonus action to hex Psycho. Edited May 9 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dexterity saving throw (DC 14) 21 1d20+1 20 Wisdom saving throw (DC 18) 16 keep(2d20,highest,1)+8 8,7 Link to comment Share on other sites More sharing options...
Papa Bear Posted May 9 Author Clone Share Posted May 9 I know it wasn't a good chance to succeed, but the +2 with advantage, I figured you had a chance. Well, thankfully it only lasts one round and he can only do it a couple times. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted May 10 Clone Share Posted May 10 7 hours ago, Papa Bear said: I know it wasn't a good chance to succeed, but the +2 with advantage, I figured you had a chance. Well, thankfully it only lasts one round and he can only do it a couple times. It's fine. We are still in good shape. It just means Troben needs to make up for it with a crit next round. 😀 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted May 10 Clone Share Posted May 10 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 77/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 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: 3/6 2nd: 1/3 3rd: 2/3 4th: 1/2 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: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Eithne shuddered and tried to gain more altitude. She felt awful and another sickly pulse of pain radiated through her. There was a problem before her though. Something happened to Troben. She couldn't think of any other reason for him to pause his assault. That realization led to another. If the writhing woman remained in the rear, they'd be routed soon. Her tendrils were too dangerous to ignore. Eithne summoned more flame to her hand and tried to nail her with the simple fireball. "Let's get her out of the way Remy." Mechanics Starry Form (Dragon): 9.5 min Owl Cloak: 6 rounds Bless: 6 rounds Empowering Orb: 6 rounds Polymorph: 29.8 minutes Leprosy: ? Forgot to roll for poisoned rounds after the first, so I'll roll those first. Used resistance and cleared the condition, failed leprosy. Which is a weird sentence. Moving back 10 ft. Casting produce flame on Lady Plague. Edited May 10 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Poison Air (DC 14 CON) 12 1d20+4 8 Resistance 2 1d4 2 Poison Air (DC 14 CON) 22 1d20+4 18 Leprosy (DC 16 CON) 7 1d20+4 3 Damage 4 2d6 1,3 Produce Flame (Empowered) 16 1d20+1d4+9 4,3 Fire Damage? (Empowered) 13 4d8 2,5,4,2 Link to comment Share on other sites More sharing options...
Papa Bear Posted May 11 Author Clone Share Posted May 11 (edited) Despite his best efforts, Troben can't bring himself to attack his enemies. Eithne hurls flame at the whip wielding deviant, burning her flesh as Remy jabs the Dragonlance into her. She retaliates against Remy striking out with her whip. Tiberion drops to his knees, holding his head and crying out in pain as the psychopath cackles in glee and ignores the Echo behind him. The Rot Monster grabs at the Echo Knight, but misses as unleashes a foulness unprecedented in the many realms from its mouth. The tiny spores invades Troben's MindTaunt: Until the end of your next turn, the target has disadvantage on any attack roll that isn't against the Rot Monster, and when the target hits a creature other than Rot Monster with an attack, that creature has resistance to the damage dealt by the attack. . Austin waves his hands and touches his temple (upcasting) Mind Spike on the Plague Lord who looks up sharply at the sorcerer, hate in his eyes. Vrod and Baldric charge the Demon Lord and rain down pain. Baldric calls upon the power of his god to smite the demon lord with power and authority. The Plague Lord yelps in pain and his eyes go white hot with rage as it looks down on the paladin. "You will die for that!" The Plague Lord growls as it reaches back behind him and grabs the Arcane Sponge, drawing out power from it and channeling it into his hand as he wraps his elongated fingers around Baldric's head. The paladin screams in absolute agony, a scream that threatens to shatter your vary soul just hearing it, nearly the killing him on the spot. "UNCLE!" Remy cries out, ignoring the danger at her back and rushes toward the Plague Lord and her ailing uncle. OOC: @Shadeus Which attribute is Troben Hexing on Psycho? Remy suffers an Opportunity Attack, but is blinded by what just happened to Baldric Baldric and Vrod both save vs. whatever that aura is around the Plague Lord. Plague Lord Attacks Orb of Disease: 15 foot radius AoE, DEX save for half (DC: 16) 3d10 damage. Targets hit must also succeed at a DC 16 CON save to not catch Leprosy. This Leprosy is 'fast acting' and will deal 2d6 damage every round until you succeed at the CON save (unless you save the first time against the Leprosy). Failing the CON save deals its damage on the next round as the skin visibly rots. Taunt: Anyone hearing the Plague Lord's Voice grants the Plague Lord advantage on Saving Throws until the Plague Lord's next round. This ability also requires Concentration. Bloat Its a Dolphin right now. Sharina Dead before she ever got to do anything... good! Rot Monster AC: ?? . . . . . HP: ?? Vulnerabilities: Fire Attacks Toxic Puke: Range 30 feet, 10 foot AoE. DC 14 DEX Save and Deals 3d6 Poison damage (half on save). entering or beginning your turn in a toxic puke puddle deals 2d6 damage. Puddles last 1 minute. Grapple: +11, 1d4+7 damage Taunt: Until the end of your next turn, the target has disadvantage on any attack roll that isn't against the Rot Monster, and when the target hits a creature other than Rot Monster with an attack, that creature has resistance to the damage dealt by the attack. Cain AC: 18 . . . . . HP: ?? Vulnerabilities: ?? Attacks Acid Stream: +8, 3d4 Acid damage on hit, then 2d4 the following round and finally 1d4 the third round. This ability does not stack, but it resets the damage to the initial 3d4 damage. Papa Plagues AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Something voodoo-y Psycho AC: ?? . . . . . HP: ?? Vulnerabilities: >> Attacks Psychotic Voices: Psycho can direct his insane ramblings into the head of a specific target within his line of sight. The target must succeed at a DC 16 Wisdom save or fall under Psycho's spell and will perform Commands instantly. If the command endangers himself or his allies, he gets another WIS save to break free of Psycho's spell. This ability requires concentration. Lady Plague AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Whip Attack: +11, deals some damage and some other effect. Summary You guys are up!! Edited May 11 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rot Monster Grapple Attempt on Troben 19 1d20+11 8 Link to comment Share on other sites More sharing options...
Shadeus Posted May 11 Clone Share Posted May 11 (edited) Troben the Ragler AC: 21 | Hit Points: 95+4/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 0/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | 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 sets his jaw as Baldric takes a massive attack from the Plague Lord. He scowls and looks up at the Rot Monster and says, "You are in my way. If you want the pain, I'm gonna bring the pain. Because your boss is laying into my friend over there and that makes you a problem. And I solve problems." The echo knight seems a bit more determined and steadfast in his approach to this behemoth. He's the essence of concentration and death. His enchanted sword carves huge, disgusting pieces of flesh off the monstrosity at it tries in vain to defend itself against the onslaught. Focus on killing it and freeing Remy to help her uncle, Troben lands four ruthless blows and would have killed a dragon, but we'll see with this horrid creature. Tabletop Troben will hex Psycho's Strength checks. It looks like Troben will attack the Rot Monster looking to get it out of the way. It's too bad he hexed Psycho. Still...first, he moves to flank with Remy and then he attacks. This should be interesting! Attack #1 - Hits AC 31; I'm going to guess that's a soft critical for 38 slashing and 8 fire damage (doubled to 16 fire damage). Attack #2 - Hits AC 29; I'm also going to hope that's a soft critical for 49 slashing and 6 fire damage (doubled to 12 fire damage). That's a total of 87 Slashing and 28 Fire damage. ACTION SURGE! (I've been waiting to use this for a while now.) Attack #3 - Hits AC 31; I'm also going to assume this is a soft critical for 36 slashing and 7 fire damage (doubled to 14 fire damage). Attack #4 - Critical hit! This is going to hurt! That's 52 slashing damage and 12 fire damage (doubled to 24 fire damage) That's another 88 slashing and 38 fire damage for a total of 175 slashing damage and 66 fire damage! If Troben kills the Rot Monster will less damage, direct the extra attacks against Psycho. Either killing the Rot Monster or the critical will trigger ONE MORE attack. It will either be against the Rot Monster (if it's still alive) or against Psycho from his echo. Bonus Attack - Wow, that was just a lousy attack. It only hits AC 15. Maybe that's good enough to hit Psycho though, so I'll roll for damage. If it somehow hits, it's worth 23 slashing, 1 fire, and 5 necrotic damage. Edited May 11 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Greatsword attack #1 vs. Rot Monster 30 keep(2d20,highest,1)+11 19,10 Orb extra attack 1 1d4 1 Soft critical Slashing / Fire damage 46 reroll(10d6,2,below,1)+8 6,2,6,3,3,2,2,2,3,5,4,4,2,2 Flaming Greatsword attack #2 vs. Rot Monster 28; 1 keep(2d20,highest,1)+11;1d4 [17,11]; [17,11,1] Soft critical Slashing / Fire damage 55 reroll(10d6,2,below,1)+8 6,5,6,4,4,6,5,5,1,5,1 Flaming Greatsword attack #3 vs. Rot Monster 29; 2 keep(2d20,highest,1)+11;1d4 [18,18]; [18,18,2] Soft critical Slashing / Fire damage 43 reroll(10d6,2,below,1)+8 3,5,2,6,2,6,3,2,4,1,3,1,1,3 Flaming Greatsword attack #4 vs. Rot Monster 31; 2 keep(2d20,highest,1)+11;1d4 [7,20]; [7,20,2] Critical Slashing / Fire damage 64 reroll(5d6,2,below,1)+38 4,1,2,6,6,6,4 Flaming Greatsword bonus attack vs. Rot Monster 14; 1 keep(2d20,highest,1)+11;1d4 [3,3]; [3,3,1] Slashing / Fire / Necrotic damage 29 reroll(6d6,2,below,1)+8 2,3,6,3,1,5,2,2 Link to comment Share on other sites More sharing options...
Papa Bear Posted May 11 Author Clone Share Posted May 11 15 is Psycho's AC and yes, you killed the Rot Monster with one tremendous round of carnage. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted Wednesday at 03:04 AM Clone Share Posted Wednesday at 03:04 AM (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 73/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 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: 1/6 2nd: 1/3 3rd: 2/3 4th: 1/2 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: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Just as Remy was blinded by revenge, Lady Plague must have been too focused on her quarry to evade Eithne's retribution. The blast of light caught her as Eithne swooped past. A very different sort of light surrounded Baldric courtesy of the tender. As before, the arcane sponge was a problem. They had to divest the Plague Lord from it... Mechanics Starry Form (Dragon): 9.4 min Owl Cloak: 5 rounds Bless: 5 rounds Empowering Orb: 5 rounds Polymorph: 29.7 minutes Saved against the leprosy finally. Moving 25 ft south. Casting guiding bolt at 1st Lv on Lady Plague. Casting a 1st Lv healing word with a bonus action on Baldric. Don't know why I thought my empowered gave d8s to damage. I dropped their rolls to 1 each so the radiant damage is 18. Edited Wednesday at 03:18 AM by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Leprosy Save (Bless) 19 1d20+1d4+4 12,3 Guiding Bolt (Empowered) 20 1d20+1d4+9 9,2 Radiant Damage 21 2d8+4d6 2,3,2,4,6,4 Healing Word 8 1d4+6 2 Link to comment Share on other sites More sharing options...
Papa Bear Posted Wednesday at 11:56 PM Author Clone Share Posted Wednesday at 11:56 PM (edited) With his mind free from the Plague Lord's command, and drawn to the Rot Monster, Troben unleashes hellish fury on something that would not normally be considered unfortunate; terrifying, horrifying, disgusting... but after the violence the Echo Knight wreaks upon the nightmare monster unfortunate might be the nicest word to describe its encounter with Troben, The Ragler! To top things off, Troben's Echo cuts into Psycho, drawing his attention away from the dwarf. Tiberion clambers to his feet and takes a swipe at the horrible, scrawny creature that had tormented his mind, smashing him in the kidney as it turned its attention on the Echo. "Oh by the Gods, will you die already!" Austin shouts at Lady Plagues as he against casts Mind Spike. She does not comply. The Tender sends holy power out at the lady with the lash, also hoping to end her, but does not. Simultaneously, she sends the tender touch of nature itself to nudge Baldric's body into rapid healing. The plague lady curses at Austin "No, you die!" she says and snaps her whip at him, drawing blood with two separate cuts. With his first swipe of his gnarled, clawed hands, Psycho's attack is thrown way off of the mark by Tiberion's hammer. But the second cuts into the space of the echo, shattering it away. The Paladin uses the reprieve to call down holy power upon himself greatly, but not fully, healing his wounds. The Paladin with a fury in his eyes almost (but not quite) the equal to the fury in Vrod's eyes, leaps to the offensive and drives his blade into the gut of the Plague Lord and again calls upon the power of his god to amplify the pain the demon lord feels as Vrod cuts heavily into the flesh of the demon, shouting out, "Baldr!" The demon lord howls in pain as the radiant power devastates his body. "I said you will die, and so you shall!" The plague Lord growls and draws upon the power of the Arcane Sponge once again, sending devastating waves of agony, rotting the body of the paladin into festering mucus. "UNCLE!" Remy shouts again as Baldric the Brave collapses to the floor of the Plague Lord's throne room as little more than stinking goo. He eyes flash red with hate as she turns the Dragon Lance at the Plague Lord, screaming a blood curdling scream and unleashes incredible power, maybe even equal to the power the Plague Lord drew from the Arcane Sponge. The Plague Lord howls in pain again as the Lady of the Lance unleashes what must be every ounce of power within the Dragon Lance upon the demon. As the spew of arcane fire rages, Remy's eyes go from figurative fire to what literally looks like burning coals. Her skin darkens, radiating out from her eyes and mouth. Horns begin to grow from her head and scales appear over the flesh that you can see. Fangs grow from her teeth and her tongue forks. She raises the Dragon Lance above her head and with a victorious shout, yells, "Free! Free! At last I am Free." despite her scaly skin and darkened complexion, she still looks like Remy but she is obviously changed. "At last the Dragon Witch is free from the prison within the staff." She points the staff at those around the room. "You will all rue your alliance with this Remy Lars as I bring terrible suffering upon you at her hands as she bears witness trapped within the Dragon Lance as I once was!" And with a mighty cackle, she disappears, teleporting away to some safe, unknown place where she can recover her powers. OOC: @Shadeus Uh... I'm going to just have the Psychopath swipe at the Echo with his clawed hands mostly because I don't know how to handle Psycho's psychic attack when used on the Echo? Would it just not affect the echo? Would it transfer back to Troben? Its a save, so I'm inclined to believe that it wouldn't affect the Echo and leave Troben free from the effect as well. Its a 'babble' of Psycho chanting gibberish at his target. Yes, I know Lay on Hands is an Action and Baldric couldn't then attack... but its just better this way, plus you guys get his Radiant Smite damage on the plague lord. The massive damage from the Dragon Lance and Baldric's smite (and Vrod's choppy choppy) has put the Plague Lord into 'Count Down' damage Plague Lord Attacks Orb of Disease: 15 foot radius AoE, DEX save for half (DC: 16) 3d10 damage. Targets hit must also succeed at a DC 16 CON save to not catch Leprosy. This Leprosy is 'fast acting' and will deal 2d6 damage every round until you succeed at the CON save (unless you save the first time against the Leprosy). Failing the CON save deals its damage on the next round as the skin visibly rots. Taunt: Anyone hearing the Plague Lord's Voice grants the Plague Lord advantage on Saving Throws until the Plague Lord's next round. This ability also requires Concentration. Bloat Its a Dolphin right now. Sharina Dead before she ever got to do anything... good! Rot Monster AC: ?? . . . . . HP: ?? Vulnerabilities: Fire Attacks Toxic Puke: Range 30 feet, 10 foot AoE. DC 14 DEX Save and Deals 3d6 Poison damage (half on save). entering or beginning your turn in a toxic puke puddle deals 2d6 damage. Puddles last 1 minute. Grapple: +11, 1d4+7 damage Taunt: Until the end of your next turn, the target has disadvantage on any attack roll that isn't against the Rot Monster, and when the target hits a creature other than Rot Monster with an attack, that creature has resistance to the damage dealt by the attack. Cain AC: 18 . . . . . HP: ?? Vulnerabilities: ?? Attacks Acid Stream: +8, 3d4 Acid damage on hit, then 2d4 the following round and finally 1d4 the third round. This ability does not stack, but it resets the damage to the initial 3d4 damage. Papa Plagues AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Something voodoo-y Psycho AC: ?? . . . . . HP: ?? Vulnerabilities: >> Attacks Psychotic Voices: Psycho can direct his insane ramblings into the head of a specific target within his line of sight. The target must succeed at a DC 16 Wisdom save or fall under Psycho's spell and will perform Commands instantly. If the command endangers himself or his allies, he gets another WIS save to break free of Psycho's spell. This ability requires concentration. Lady Plague AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Whip Attack: +11, deals some damage and some other effect. Summary You guys are up!! Edited Thursday at 12:34 AM by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Psycho 1st attack on the Echo 11 1d20+9 2 Psycho 2nd attack on the Echo 25 1d20+9 16 Link to comment Share on other sites More sharing options...
Shadeus Posted Thursday at 01:49 AM Clone Share Posted Thursday at 01:49 AM (edited) Troben the Ragler AC: 21 | Hit Points: 95+4/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 0/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | 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 gasps in surprise at the turn of events. First with Baldric getting struck down and then Remy loosing herself to the Dragonlance after punishing the Plague Lord with a devastating attack. He is stunned for a moment as his emotions fight toward the surface, he quickly stuffs them back down. With confidence, he says, "No time to understand what the hell just happened! Put this bastard down and we figure it out in the aftermath! Tiberon, we gotta put down this Psycho to free you up to help us over here." Manifesting another echo, he guides it on a suicide mission to hopefully put an end to Psycho. With a pair of attacks, the shadowy flaming sword carves deep into the abomination. Troben salutes the echo and moves in to flank the Plague Lord. Tabletop He can summon an echo 30 feet away and has enough movement to put it right back where it is. That costs him a bonus action. Then it's going to be a pair of attacks on Psycho. Hopefully, if Psycho is gone, Tiberon can help Baldrick. Attack #1 - hits for 27 slashing, 6 fire, and 4 necrotic damage. Attack #2 - hits for 23 slashing, 1 fire, and 5 necrotic damage. Hopefully that either kills Psycho or sets up Tiberon to kill it. Finally, Troben moves next to the Plague Lord. If he attacks anyone else, his Sentinel feat will kick in. Also, the echo disappears because he is too far away from it. Edited Thursday at 02:02 AM by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Greatsword attack #1 vs. Psycho 23 1d20+1d4+11 9,3 Slashing / Fire / Necrotic damage 37 reroll(6d6,2,below,1)+8 4,6,3,6,6,4 Flaming Greatsword attack #2 vs. Psycho 23 1d20+1d4+11 9,3 Slashing / Fire / Necrotic damage 29 reroll(6d6,2,below,1)+8 4,4,2,2,1,5,3,4,1 Link to comment Share on other sites More sharing options...
Papa Bear Posted Thursday at 04:08 AM Author Clone Share Posted Thursday at 04:08 AM That will kill Psycho. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted Thursday at 04:34 AM Clone Share Posted Thursday at 04:34 AM (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 73/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 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: 1/6 2nd: 1/3 3rd: 2/3 4th: 0/2 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: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 It was going well. They could've all gone home together. Her power buoyed by Baldric's own would carry the day. He was dead now and Remy had fallen to the thing she'd been trying to help her resist. That hope was shattered and Eithne's spell fizzled in her hand before she could even cast it. She was tired of seeing horrors end the lives of people that didn't deserve it. Austin's cry brought Eithne out of her slump. She didn't wipe away her tears. Instead, she dove in close to the Plague Lady, hoping to by the wizard time to get some distance. Mechanics Starry Form (Dragon): 9.3 min Owl Cloak: 4 rounds Bless: 4 rounds Empowering Orb: 4 rounds Polymorph: 29.6 minutes Biggest swing I have. Guiding bolt at 4th on the Plague Lord. :deflates: Moving closer to Plague Lady. Edited Thursday at 04:48 AM by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 4th Lv Guiding Bolt (Empowered) 12; 1 1d20+9;1d4 [3]; [3,1] Link to comment Share on other sites More sharing options...
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