Shadeus Posted December 31, 2023 Clone Share Posted December 31, 2023 (edited) Troben the Ragler AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | 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. The echo knight sets his jaw as they don't learn too much more from Krrvvrrss. One thing is clear; they need to get that key from the Plague Lord. He's a little disappointed that there doesn't appear to be a way to take advantage of the Arcane energy, but maybe the demon lord was lying or didn't know or was just stupid. Okay, fine. Then the world swam as they are teleported to a horrid fortress of rotting flesh. He grimaces as a fresh wave of putrid air washes over him. Troben pauses for a moment as his stomach churns, but manages to keep what little remains of his breakfast down...mainly thanks to his magic belt. He grins as Remy curses this place and he laughs adding, "Oh, it could be worse. See, all that bacon grease is just sitting my stomach just sloshing around, back and forth....back and forth. And all the butter and yoghurt to wash it down? I could really use a nice warm glass of milk right now!" Success looks good on him! He looks at the mound of flesh though and sighs. Troben knows its going to be a slog through this fortress with all manner of foulness assaulting them. It's going to be important to keep the softer ones of the group protected as much as he can. Not all of them has his iron gut, but then again he's not nearly as clever as them either. Everyone has their talents. He starts to size up the fortress, waiting for Eithne to decide if she's going to puke again, and then comes over to apologize saying, "I meant no disrespect. I know you feel it is horrible that a demon would pick you as his champion, but I think it's a testament to your contribution to freeing these people. You ARE a champion, and should be recognized as such. And I know together we can save many lives. Don't worry about the toad for now. We have other things to worry about. Sound good?" Nodding to Baldric, he says, "Baldric and I have the front. Don't argue Remy, he's not affected by disease and we are going to need him up there; you know it. Remy and Vrod follow us with Eithne and Austin next and Tiberion at the back. Let's see how far we get. If we can prep for the battle with the demon lord, we might want to try to get rid of that sickness on as many people as possible. Looking at you Tiberion. If you want to cast any mage armor or other prep spells, now is the time." Tabletop Con save: Saved! Woohoo! Edited December 31, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Constitution Saving Throw (DC 17) 21 keep(2d20,highest,1)+7 14,9 Link to comment Share on other sites More sharing options...
herastor Posted January 4 Clone Share Posted January 4 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 9/10 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: 6/6 2nd: 3/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 2/2 Guiding Bolt: 3/3 | Weal/Woe: 3/3 There is some time before Eithne can speak. Upon their arrival at the flesh mound she is desperately, violently, ill. Her throat burns as she gives up what little she had left in her system... Taking a page from Remy, she too uses some of her water to cleanse her mouth. "I know Troben... I know you didn't mean anything by it..." she blew her nose and had the uncomfortable realization that her own sick smelled better than the air, "I'm sorry. Just being associated with him like that. It's not how I want to be recognized and not how I want to think of myself." "You're right though, let's do our job and send this horrid place back where it belongs." She didn't have anything to add to Troben's orders. It was a sound order. She kept her concealing spell active and made certain her restoratives were secured to her belt. Mechanics Maintaining pass without trace. Edited January 4 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CON Save DC 17 14 1d20+4 10 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 4 Author Clone Share Posted January 4 (edited) Tiberion uses the power of his god to bless both Remy and Eithne of their sickness. Almost immediately, the two ladies' stomach settle and whatever feeling of weakness that they had is gone. As well, Tiberion uses the miracle of "Bless" on Baldric, Eithne, and Troben (You gain a +1d4 on saves and attack rolls). Meanwhile, Austin has launched a fire bolt spell at the mound of rotting flesh several times, hoping it would all catch fire and they could be done with it. I guess it was too much to hope that it would all be flammable and we could just burn it all down and move on." He says. "This foulness must be the entrance." Vrod says, pointing at two folds of flesh coming together vertically like the cleft of someone's bum. Everyone pushes through the folds of rotting meat and find themselves inside a very dark 'cave' without any source of light. Austin weaves a Light spell and illuminates the area. "Not that I want to see any of this." He says, "But I've no contraption to see in the dark like Baldric's helm or Tiberion's natural ability to do so." "Et looked better afore ye cast that spell." Tiberion says, a grimace on his face. "Shall I take point?" Baldric asks. "Or perhaps the orc with your natural ability to see in the dark." "Love to!" Vrod says, hefting his ax before him and heading into the only 'tunnel' available to them. The 'ground' is squishy and wet with... well no one wants to know what is causing the wetness. You just hope you'll be able to wash the stink of it out of your shoes. Vrod pushes forward as Baldric takes up the rear with Tiberion walking before him. Vrod growls, a low rumbling sound that he makes when he sees an enemy. Just before him, the passage opens up into a very large space OK, let's get initiative. If you beat the enemy initiative, you may go ahead and act... also, obviously, if you can't control your avatar or something, let me know. Roll20 Map New Link that hopefully works Edited January 4 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Flesh Initiative 3 1d20+1 2 Plague Eaters Initiative 18 1d20+3 15 Link to comment Share on other sites More sharing options...
Shadeus Posted January 4 Clone Share Posted January 4 (edited) Troben the Ragler AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | 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 grimaces as he pushes his way through the "opening" into the fortress. He mutters back to his companions, "Kind of makes you wonder just what orifice we are going into! You know what...I don't want to know." As they get through the darkness, Troben slips on his enchanted ring to allow him to see in the darkness just like a dwarf. He says, "I can see. Also, watch this!" He touches a stone that he has to his boots and suddenly the slime and grime immediately disappear! It doesn't last for a moment though before he takes a step and they are just as bad as they wore. He gives Remy a wink, but doesn't say anything extra. Tabletop Troben still has his echo. He has a ring that allows him darkvisions, so he will use that here. Edited January 4 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 18 keep(2d20,highest,1)+4 14,6 Link to comment Share on other sites More sharing options...
herastor Posted January 5 Clone Share Posted January 5 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 9/10 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: 6/6 2nd: 3/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 2/2 Guiding Bolt: 2/3 | Weal/Woe: 3/3 "There is no good answer to that question Troben." Tiberion was a saint. Eithne was not certain how well she would've fared without his blessing. Slick with the foulness that coated with walls, she entered the flesh chamber too and immediately spied the opposition. She brought her light to bear on one of the smaller creatures that looked vaguely like a cross between man, roach, and wasp. She was going to test out some of the Toad's information, she just needed to be certain her old methods would have some effect. Mechanics Maintaining pass without trace. Casting guiding bolt with her action. The target is the closest plague eater. Edited January 5 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 19 1d20+4 15 Guiding Bolt (w/ Bless) 13; 3 1d20+11;1d4 [2]; [2,3] Radiant Damage 8 4d6 1,3,3,1 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 9 Author Clone Share Posted January 9 (edited) Everyone reacts to the sudden appearance of the horrid creatures before the group of companions as they (the horrid creatures) react to them. But Eithne is the swiftest and launches a bolt of radiant energy at one of the foul 'Plague Eaters' that strikes it. The bolt sears its flesh but not quite as much as she'd hoped ((OOC: not a very good damage roll, but the Plague Eater is still vulnerable to Radiant damage so it becomes slightly better damage than it would have averaged out to be normally)). Vrod throws back his head and begins a loud 'roar' as Baldric lifts his blade toward the sky as if giving thanks to his god for the opportunity to battle these foul creatures. The Lady of the Lance twirls her Dragonspear as a grin crosses her lips. But the foul, smaller flying creatures react more quickly than the rest! The swift Plague Eaters fly forward toward the group and spew 'plague bolts' at the front line of Remy, Vrod, and Troben. The bolts hit Remy and Troben, but miss Vrod. OOC: Remy succeeded on her CON save. Plague Eaters AC: 15 Movement: Fly 60 feet Vulnerabilities: Radiant Attacks Plague Bolt: +9 Attack, 3d4 Poison Damage. Must succeed at a DC 13 CON save or become Sickened (-2 to action rolls). This sickened 'stacks' to two levels. If you have not overcome the sickened condition and are hit again, the -2 penalty becomes Disadvantage. You may roll a CON save each round (Also DC 13) To overcome 1 level of the Sickened Condition. Saving does not negate the effect on future attacks of Plague Bolt in the encounter. Plague Flesh Large Creature, about 10 feet tall Nothing else is known yet. Summary Troben is hit by a Plague bolt and must succeed at a DC 13 CON save or become Sickened (-2 to action rolls). This sickened 'stacks' to two levels. If you have not overcome the sickened condition and are hit again, the -2 penalty becomes Disadvantage. You may roll a CON save each round (Also DC 13) To overcome 1 level of the Sickened Condition. Saving does not negate the effect on future attacks of Plague Bolt in the encounter. He suffers 9 Poison damage. Troben and the rest of the gang, except Eithne, is up. Then come the Plague Flesh. After the first round, since Eithne Won Initiative, you will ALL go at the beginning of Round two, then all of them and we'll go back and forth that way for the remainder of the battle. Edited January 9 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Bolt at Troben 26 1d20+9 17 Hit, Poison Damage 9 3d4 3,2,4 Link to comment Share on other sites More sharing options...
Shadeus Posted January 9 Clone Share Posted January 9 (edited) Troben the Ragler AC: 21 | Hit Points: 101/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | 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 looks down at the bolt that strikes him and he smirks as the sickly goo just oozes off his armor. He looks to his echo and nods towards the one Eithne hit. It nods back slightly and drifts towards the Plague Eater. Troben moves towards the Flesh Plague in an effort to keep them away from the softer folks in the party. Despite resisting the sickening bolt, Troben has trouble hitting the small, demon-y thing. He hits it twice, but he's not sure if it's enough to kill it. Tabletop Troben has resistance to poison damage, so it's only 4 damage. He also needs to make that Con saving throw: Success! (Even without bless) Move: As shown on the map. Action: Troben will have his echo attack Plague Eater 1. He hopes to kill that demon and then use any extra attacks on Flesh Plague 1. He gets a bit extra movement and an extra attack during the first round: Attack #1: Hits for a soft critical; 23 slashing and 8 fire damage. Attack #2: Misses (a 1 always is a miss) Attack #3: Hits for 13 slashing and 4 fire damage. A tough round for him. I thought he would certainly kill that plague eater, but I'm not sure if 48 and the 16 that Eithne did is enough. If that does kill it, Troben gets an extra attack as a bonus action which he will use on the Flesh Plague. I will make that attack just in case the Plague Eater dies. If the attack does happen, it hits AC 27 for 5 fire and 16 slashing damage. Edited January 9 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Constitution Saving Throw (DC 13) 20 keep(2d20,highest,1)+7 13,3 Flaming greatsword attack vs. Plague Eater 1 34 1d20+1d4+11 19,4 Soft Critical Slashing/Fire damage 31 reroll(6d6,2,below,1)+8 3,5,4,3,4,4 Flaming greatsword attack #2 vs. Plague Eater 1 15 1d20+1d4+11 1,3 Flaming greatsword attack #3 vs. Plague Eater 1 15 1d20+1d4+11 2,2 Slashing/Fire damage 17 reroll(3d6,2,below,1)+8 3,1,4,2 Flaming greatsword bonus attack? vs. Flesh Plague 1 27 1d20+1d4+11 13,3 Slashing/fire damage 21 reroll(3d6,2,below,1)+8 5,2,5,3 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 10 Author Clone Share Posted January 10 (edited) Troben moves and sends his echo to intercept and finish off the Plague Eater that Eithne started. Though it was more effort than the Echo Knight had hoped, the thing does fall dead at the feet of the Echo and begins to ooze out a wretched pool of puss and ichor. Vrod and Tiberion charge at the Plague Eater straight ahead from the group and though they unleash mighty damage, they do not kill it. However, Remy's flashing Dragonspear nearly kills the vile thing, but the thing is finished off by Austin's fire bolts. Baldric rushes ahead toward the Plague Eater that Remy targeted but when he sees the spear's strike and the bolts of fire streak by him, he turns and runs hard for the Plague Flesh near the back of the "room". The plague eater flutters back, away from Tiberion and Vrod, who both attempt to take advantage of its mistake. Vrod's blade catches it, but Tiberion's height doesn't serve him well and his hammer misses. The creature, barely alive, floats out of reach of even Vrod's ax and wretches down at Vrod, hitting the Orc who seems relatively unphased by the attack. The far Plague Flesh lumbers up to Baldric and slams the paladin with one vile fist, but misses with the second while the closer one "Hur Hur Hur"s at Troben for 'serving' himself up to it. It brings down two meaty gobs of flesh that it uses for arms at Troben... both wiffing past the knight that Troben wonder's briefly if the thing can even see straight. OOC: Troben's Bonus Action was needed to kill the Plague Eater (It had 8 HP left). Baldric is unphased even by the close proximity of the Plague Flesh. Plague Eaters AC: 15 HP: 70 Movement: Fly 60 feet Vulnerabilities: Radiant Attacks Plague Bolt: +9 Attack, 3d4 Poison Damage. Must succeed at a DC 13 CON save or become Sickened (-2 to action rolls). This sickened 'stacks' to two levels. If you have not overcome the sickened condition and are hit again, the -2 penalty becomes Disadvantage. You may roll a CON save each round (Also DC 13) To overcome 1 level of the Sickened Condition. Saving does not negate the effect on future attacks of Plague Bolt in the encounter. Mystic Energy Roll: 2d6 normally, 2d10 with the Magic Draining Device still in effect (Its a +2 die size increase) Plague Flesh Large Creature, about 10 feet tall Attack Slam: +8 Attack, 3d8+4 bludgeoning damage Stench: The Plague Flesh produce a horrid stench of rotten meat with fumes and spores that cling to those nearby like mud. Anyone in an adjacent space to a Plague Flesh (That isn't a 'plague-something') must succeed on a DC 13 CON save or suffer a random condition. 1) Blinded for one round 2) Choking, suffer Disadvantage on your next Action 3) Breath in Acidic Poison. Suffer 1d6 Poison Damage and 1d6 Acid damage. 4) Roll a d3 and gain one of the above effects plus roll for the 'standard' Sickened roll (DC15 CON or suffer a -2 on action rolls until you overcome the sickened condition). Summary Troben has to make a DC 13 CON save against a random effect from the plague flesh. You guys are all up now and we'll go 'your side, their side" back and forth until the end of the battle. Edited January 10 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 1 vs. Troben 11 1d20+8 3 Attack 2 vs. Troben 10 1d20+8 2 Link to comment Share on other sites More sharing options...
Shadeus Posted January 10 Clone Share Posted January 10 (edited) Troben the Ragler AC: 21 | Hit Points: 101/105 | 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 feels the strange warping magic around him as he gets near the Flesh Plague. He manages to ignore whatever twisted effect would befall him. The battlefield is already starting to get messy. Time to finish this quickly, he thinks to himself. The flames from his blade dance along the length of the weapon. It quickly carves deep into large creature and then follows up with a second slash. Not content, he compels his echo to hack at its back. They take a quick second to shoot a finger gun at each other. Tabletop Troben will start with that Con saving throw: Success! No Action: Move his echo as shown. Action: The echo knight switches his focus to Flesh Plague 1. Attack #1 - hits AC 23 for 20 points of slashing damage and 3 fire damage. Attack #2 - hits AC 31 (assuming a soft critical) for 23 slashing damage and 4 fire damage. Bonus: He will use Unleash Incarnation to get an extra attack from his echo on Flesh Plague 1. Bonus Attack - hits AC 31 (assuming a soft critical) for 24 slashing damage and 6 fire damage. It's a total of 80 points of damage. Edited January 10 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Constitution Saving Throw (DC 13) 24 keep(2d20,highest,1)+7 17,11 Flaming greatsword attack #1 vs Flesh Plague 1 23 1d20+1d4+11 9,3 Slashing/Fire damage 23 reroll(3d6,2,below,1)+8 6,6,3 Flaming greatsword attack #2 vs. Flesh Plague 1 31 1d20+1d4+11 17,3 Soft Critical slashing/fire damage 27 reroll(6d6,2,below,1)+8 2,4,3,2,4,3,4,1 Flaming greatsword bonus attack vs. Flesh Plague 1 31 1d20+1d4+11 17,3 Soft critical slashing/fire damage 30 reroll(6d6,2,below,1)+8 5,1,4,2,1,4,4,3,2 Link to comment Share on other sites More sharing options...
herastor Posted January 11 Clone Share Posted January 11 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 9/10 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: 6/6 2nd: 3/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 2/2 Guiding Bolt: 1/3 | Weal/Woe: 3/3 Another searing bolt of light leaps from Eithne's staff to one of the lumbering monstrosities. The last one had surprised her with its potency despite her stench plagued aim. This one was already looking to have a similar effect. Mechanics Maintaining pass without trace. Casting guiding bolt with her action. The target is the Plague Flesh Baldric is facing. Edited January 11 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Guiding Bolt (w/ Bless) 15; 2 1d20+9;1d4 [6]; [6,2] Radiant Damage 8 4d6 2,1,4,1 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 11 Author Clone Share Posted January 11 (edited) As Troben's blade slices into the mass of living, rotting flesh, maggots and larva spill out from the wounds, which then seal back up (well, sort of). Though his strikes were masterful and surly deadly to most other beings, the creature does not drop. Eithne's bolt of radiant energy misses the second horrid plague being as Baldric's blade flashes and strikes with holy power, similarly harming the thing before him as Troben harmed the one before him. The Lady of the Lance steps closer to the flying plague eater, "Austin, help me finish this disgusting thing off while the land bound takes on the rotting flesh." and she unleashes a gout of flame up at the horrid little thing. "Gladly." the Sorcerer replies and unleashes a torrent of fire in a form that none of you have ever seen before. The terrible thing falls back to the 'ground' with a sickening splat as it bursts open and bile and ichor spill out of it. Vrod turns and charges over to help Troben, his Ax failing as the big orc slips on the gooey floor. When he recovers, his second swipe is true. And still, it does not fall. Tiberion runs up to aid Baldric, smacking the bloated monstrosity twice with his hammer. Then from the far exit, a disgusting 'farting' sound is made as a massive creature, somewhat larger than the Plague Flesh, squeezes into the 'room'. "What all dis noises... Oh, play fings!" It says as bits of rotting flesh and its never ending entrails spill out slowing from its hideous body. The two plague Flesh creatures swat at their attackers, a fist at each, each fist missing their targets except for one that grazed Tiberion. OOC: nothing much to say. Dice, both virtual and physical are favoring you guys :) Plague Eaters AC: 15 HP: 70 Movement: Fly 60 feet Vulnerabilities: Radiant Attacks Plague Bolt: +9 Attack, 3d4 Poison Damage. Must succeed at a DC 13 CON save or become Sickened (-2 to action rolls). This sickened 'stacks' to two levels. If you have not overcome the sickened condition and are hit again, the -2 penalty becomes Disadvantage. You may roll a CON save each round (Also DC 13) To overcome 1 level of the Sickened Condition. Saving does not negate the effect on future attacks of Plague Bolt in the encounter. Mystic Energy Roll: 2d6 normally, 2d10 with the Magic Draining Device still in effect (Its a +2 die size increase) Plague Flesh Large Creature, about 10 feet tall AC: 19 Attack Slam: +8 Attack, 3d8+4 bludgeoning damage Stench: The Plague Flesh produce a horrid stench of rotten meat with fumes and spores that cling to those nearby like mud. Anyone in an adjacent space to a Plague Flesh (That isn't a 'plague-something') must succeed on a DC 13 CON save or suffer a random condition. 1) Blinded for one round 2) Choking, suffer Disadvantage on your next Action 3) Breath in Acidic Poison. Suffer 1d6 Poison Damage and 1d6 Acid damage. 4) Roll a d3 and gain one of the above effects plus roll for the 'standard' Sickened roll (DC15 CON or suffer a -2 on action rolls until you overcome the sickened condition). Plague Monster About 12 feet tall and at least 8 feet wide! Another large creature. Summary Troben has to make another DC 13 CON save against a random effect from the plague flesh. Vrod, Tiberion, and Baldric all succeed. You guys are all up again! Edited January 11 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Slam attack at Troben 9 1d20+8 1 Link to comment Share on other sites More sharing options...
Shadeus Posted January 11 Clone Share Posted January 11 (edited) Troben the Ragler AC: 21 | Hit Points: 101/105 | 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 eyes the new plague monster as it lumbers into the room. He looks back to Eithne and says, "Looks like we found one of them smart enough to speak! Well, sort of." He feels the strange aura around the Flesh Plague pulling at him, but his will is just far too strong, and he shrugs it off. Although he's inwardly revolted as the putrid pile of flesh that is falling apart in front of him. Ignoring the filth and decay, the echo knight focuses on the job. He looks at the fat creature and says to it, "I don't have time for you. Alright, let's put this guy down." His echo nods and slams the butt of his sword in the back of the creature creating a distraction. The first swing lands, but rides a wave of fat and doesn't manage to inflict any damage. Scowling in disgust, Troben brings the sword back and strikes in a wide arc cutting the thing down hard. The echo immediately dashes off to meet the Plague Monster halfway. He looks to Vrod and says, "I know you can run past the my echo, but don't. Wait for that plague monster to come to you and then kill it!" Tabletop Troben has to make the saving throw first: Success! Double 20s! That's a first for me. Bonus: Use the help action from his echo to grant advantage on the first attack. Action: He will attack Flesh Plague 1 with the hopes that he will kill it. Attack #1 - Ack! Miss. Attack #2 - Critical hit! Ouch! That's 27 slashing and 12 fire damage! I'm going to assume that kills it. Troben will send his echo to a new location to intercept the Plague Monster. He's suggesting that Vrod move next to the echo and ready an action to attack once the Plague Monster comes at them. Edited January 11 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Constitution saving throw (DC 13) 27 keep(2d20,highest,1)+7 20,20 Flaming greatsword attack #1 vs. Flesh Plague 1 17; 1 keep(2d20,highest,1)+11;1d4 [6,2]; [6,2,1] Flaming Greatsword attack #2 vs. Flesh Plague 1 32 1d20+1d4+11 20,1 Critical slashing/fire damage 39 reroll(3d6,2,below,1)+26 1,2,2,6,1,6 Link to comment Share on other sites More sharing options...
herastor Posted January 14 Clone Share Posted January 14 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 8/10 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: 6/6 2nd: 3/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 2/2 Guiding Bolt: 1/3 | Weal/Woe: 3/3 Eithne catches a hint of wisdom in Troben's words and manages a smile despite the new waves of horrid stench coming off the latest guest to their break-in. Her wings erupt from her cloak and she takes to the air. In passing she takes a pot shot at a flesh plague. There she waited to give give a literal monster its comeuppance. Mechanics Maintaining pass without trace. Flight: 10/10 Rounds Eithne will active her cape with a bonus action. She'll fly 45' and cast produce flame on flesh plague 2. Edited January 14 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame (w/ Bless) 19; 4 1d20+9;1d4 [10]; [10,4] Fire Damage 6 2d8 3,3 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 14 Author Clone Share Posted January 14 (edited) Between Troben and Vrod's attacks, they fell the horrid Flesh Plague. Vrod turns to charge at the 'new comer' but heeds Troben's strategic advice, though he didn't like it. Instead, raging and running, he turns to the remaining blob of rotting flesh and charges at it. Eithne takes to the air and sends a little burst of fire at the remaining plague flesh as Vrod arrives to the target. Seeing the second Plague Flesh still standing after Tiberion and Baldric make their successful attacks, and seeing also that it looks like it is about to tumble over, Austin moves closer to the frey and throws a fire bolt at it to end its miserable existence. Remy also moves in closer and unleashes another gout of flame as the monster waddles up and slams Troben's Echo, which promptly disappears. OOC: Remy hits with the AoE flame which does 11 damage, increased to 22 because of its vulnerability to Fire. I'm correct in that 17 is the Echo's AC, right? 14 + Proficiency bonus? If not, I need to make another attack roll for the Plague Monster's second attack. Plague Eaters AC: 15 HP: 70 Movement: Fly 60 feet Vulnerabilities: Radiant Attacks Plague Bolt: +9 Attack, 3d4 Poison Damage. Must succeed at a DC 13 CON save or become Sickened (-2 to action rolls). This sickened 'stacks' to two levels. If you have not overcome the sickened condition and are hit again, the -2 penalty becomes Disadvantage. You may roll a CON save each round (Also DC 13) To overcome 1 level of the Sickened Condition. Saving does not negate the effect on future attacks of Plague Bolt in the encounter. Mystic Energy Roll: 2d6 normally, 2d10 with the Magic Draining Device still in effect (Its a +2 die size increase) Plague Flesh Large Creature, about 10 feet tall AC: 19 HP: 150 Attack Slam: +8 Attack, 3d8+4 bludgeoning damage Stench: The Plague Flesh produce a horrid stench of rotten meat with fumes and spores that cling to those nearby like mud. Anyone in an adjacent space to a Plague Flesh (That isn't a 'plague-something') must succeed on a DC 13 CON save or suffer a random condition. 1) Blinded for one round 2) Choking, suffer Disadvantage on your next Action 3) Breath in Acidic Poison. Suffer 1d6 Poison Damage and 1d6 Acid damage. 4) Roll a d3 and gain one of the above effects plus roll for the 'standard' Sickened roll (DC15 CON or suffer a -2 on action rolls until you overcome the sickened condition). Mystic Energy Roll: Normally 2d4, +1 but 3d6 with the Essence Drain Plague Monster About 12 feet tall and at least 8 feet wide! Another large creature. Resistance: All damage except Fire, Psychic, and Radiant Vulnerabilities: Fire and Radiant Attack Slam: 2x Slam attacks +12, 2d12+5 bludgeoning damage Summary TWO arcane Essence orbs. You're welcome! You guys are up!! Edited January 14 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Flesh ME roll 21 explode(3d6,6,6) 2,6,6,3,4 What is it? 1 1d8 1 Plague Monster's 1st attack on Echo 17 1d20+12 5 Link to comment Share on other sites More sharing options...
Shadeus Posted January 15 Clone Share Posted January 15 (edited) Troben the Ragler AC: 21 | Hit Points: 101/105 | 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 wrinkles his nose as his echo is smashed to bits. He summons another. This time, it looks like a teenager with much shorter hair. It appears next to the Plague Monster and looks to attack it with youthful vigor. Tabletop Please move the echo next to the Plague Monster in the map. Troben will use it to attack. Attack #1 - hit AC 24 for 18 slashing (9 after resistance) and 5 fire (10 with vulnerability) Attack #2 - hits AC 19 for 9 slashing and 2 fire (after vulnerability/resistance) Edited January 15 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Monster 24 1d20+1d4+11 12,1 Slashing/Fire damage 23 reroll(3d6,2,below,1)+8 4,6,5 Flaming greatsword attack #2 vs. Plague Monster 8 1d20+1d4 5,3 Slashing/fire damage 20 reroll(3d6,2,below,1)+8 5,6,1,1 Link to comment Share on other sites More sharing options...
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