herastor Posted January 17 Clone Share Posted January 17 (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: 0/3 | Weal/Woe: 3/3 Another ray of Eithne's splits the air and finds a suitable home in the putrid flesh of the plague monster. She felt a moment of resonance and squeezed it for all the power she could. The intense flash of light was more than she could've asked for. Mechanics Maintaining pass without trace. Flight: 10/10 Rounds Using her action to cast guiding bolt on the plague monster. Otherwise she'll hold her position. 58 radiant damage with the crit and the vulnerability. Edited January 17 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Guiding Bolt (w/ Bless) 29; 1 1d20+9;1d4 [20]; [20,1] Radiant Damage (Full Crit!!) 29 4d6+24 1,1,1,2 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 17 Author Clone Share Posted January 17 (edited) Troben unleashes his echo, gaining the advantage of not having to smell that awful thing up close. His blade flashes and cuts into the monster as Eithne unloads with a blast of radiant damage that seriously hurts the thing. Vrod charges up, slashing into the thing with his first cut, but misses with the second. Baldric and Tiberion also charge up, but is not as fast as Vrod. Austin is shocked to see his fire bolt miss the beast. You notice that the larva and maggots that spilled out onto the ground are growing at a phenomenally scary rate ((Those pink squiggles)) The Plague Monster Smashes into Vrod with one fist, hurting the barbarian and swings at the echo again but misses. OOC: nothing much to say 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 You guys are up!! Edited January 17 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Monster Attacks Echo 16 1d20+12 4 Link to comment Share on other sites More sharing options...
Shadeus Posted January 17 Clone Share Posted January 17 (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's echo dodges the slam attack of the Plague Monster and takes a moment to shoot a finger gun over to himself. Turning back to the mass of putrid flesh, the echo prepares to hack at it. Troben looks to the rapidly growing larvae and suggests, "A fireball to burn that creature and destroy some of these critters wouldn't be unwelcome!" The echo knight must focus on his task and square off with the creature. The massive sword slashes at the critter, but big chunks of it fly off as he hits and he can't really tell if he's doing much damage other than the fire that seems to definitely sear it's flesh. Tabletop The echo is going to attack again. I will take into account resistances and vulnerabilities when calculating damage. So all his numbers will be AFTER resistances/vulnerabilities: Attack #1 - hits AC 16 (not sure its AC) for 9 slashing and 12 fire damage. Attack #2 - hits AC 25 for 8 slashing and 10 fire damage. Edited January 17 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Monster 16 1d20+1d4+11 4,1 Slashing/fire damage 24 reroll(3d6,2,below,1)+8 1,2,6,5,5 Flaming greatsword attack #2 vs. Plague Monster 25 1d20+1d4+11 10,4 Slashing/fire damage 22 reroll(3d6,2,below,1)+8 6,3,5 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 17 Author Clone Share Posted January 17 PS, I didn't make it clear where those larvae were coming from... They are growing from the maggots and stuff that spilled out of the plague flesh creatures. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted January 19 Clone Share Posted January 19 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: 0/3 | Weal/Woe: 3/3 "It's not a fireball, but I'm on it." Eithne swooped back, heading for the creature Troben had killed. With a nod to Austin, she conjures a flame and blasts the squirming maggots. She did not want to see what the larvae would grow into. Mechanics Maintaining pass without trace. Flight: 9/10 Rounds Eithne moves closer to flesh plague 1 and uses her action to cast produce flame on the maggots. Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame (w/ Bless) 16; 2 1d20+9;1d4 [7]; [7,2] Fire Damage 7 2d8 2,5 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 21 Author Clone Share Posted January 21 (edited) Troben's Echo does its thing, causing great harm to the Plague Monster and Eithne's burst of flame destroys the closest of them to her. The other grows, its pink flesh hardening and darkening. It is now over three feet long. Vrod chops into the Plague Monster, also hurting it. But without fire on his blade, it doesn't have the same great effect as Troben's blade. Baldric shouts, "Dwarf, we've got this. Worry about those growing maggot things!" as he rushes forward beside Vrod, working his way around the creature and chopping into it with his sword and holy power. Tiberion stops on a dime, turns around without a word, and rushes back toward the growing maggot things. Austin, seeing the larvae growing exponentially nearby, turns and launches a bolt of flame that kills one just as Eithne's had. As the others near it continue to grow, you can hear him mutter that he should have used a fire ball as Troben suggested. Seeing that the Plague Monster seems as if it is nearing death and the larvae growing, she grins as she decides to take the opportunity to get 'easy kills' to add to her count. She rushes over to stab two of them to death. The Plague Monster makes a retching sound that turns your stomachs. It then open's its maw and spews forth bile and filth in an arc before it that falls just short of Eithne. Now standing it some of the foul stuff, it seems to begin healing!!! OOC: Well, Baldric hit twice, but I rolled moderately for his damage, halved, and terrible for his smite. The maggots are much larger now and look like they are continuing to grow. I've not put info up for them (yet) because as they keep growing, they're becoming more and more dangerous (and tougher), which your characters are starting to realize. Eithne's not entirely sure a single blast of her cantrip can end one of them as easily as it had a few seconds earlier. The AoE is inside the florescent green shape. Troben's Echo and Vrod must make DC 15 Dex Saves for half. Vrod succeeds. damage destroy's Troben's Echo and the thing waddles forward a step to stand more in the filth. 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 Spew: 20 foot 'large cone' AoE. DC 15 Dex Save for half damage. 2d12 Disease Damage AND it heals the horrible thing standing in it by 4d8 and drops a die each round as the puke isn't as 'fresh'. It can only use its spew once every d4+2 rounds. Summary Plague Monster Spew available again in 6 rounds You guys are up!! Edited January 21 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Monster can use its Spew again 6 1d4+2 4 Link to comment Share on other sites More sharing options...
Shadeus Posted January 21 Clone Share Posted January 21 (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 frowned as his echo disappeared; it was too busy trying to protect its hair from the filthy breath weapon instead of ducking out of the way. It's hard having great hair. Seeing the maggots start to spawn everywhere, he makes a hard decision and says, "Fine. We need to crush these maggots before they get too big. Eithne, can you help Vrod with some fire? Take out the big guy. Let me focus on these bugs around me. That big guy is about to go down. Austin, you too. If Eithne and Vrod don't take it down, you finish it off. Everyone else can smash a maggot." The echo knight stabs downward with his flaming sword into the maggot nearest him. He's not paying attention and actually misses the wriggling creature. He then slabs down a second looking to squish it. Tabletop Troben decides to actually attack himself. He plans to attack Plague Maggot 1, then Plague Maggot 4, and, if he kills those two, he will look to finish off Plague Maggot 3. Attack #1 - miss. Wow, that was awful. Attack #2 - hits AC 16 for 15 slashing and 2 fire damage If he kills Maggot 1, then he can use a bonus action to attack Maggot 4. Otherwise, he uses his bonus action to summon the echo next to the Plague Monster but out of the puke area. Bonus attack - hits AC 24 for 17 slashing and 6 fire damage. Edited January 21 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Maggot 1 13 1d20+1d4+11 1,1 Flaming greatsword attack #2 vs. Maggot 1 16 1d20+1d4+11 3,2 Slashing/fire damage 17 reroll(3d6,2,below,1)+8 3,1,2,4,2 Bonus greatsword attack vs. Maggot 4 (if allowed) 24 1d20+1d4+11 10,3 Slashing/fire damage 23 reroll(3d6,2,below,1)+8 3,6,6 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 21 Author Clone Share Posted January 21 (edited) The thirteen will miss, but the 16 will hit. 17 damage doesn't quite kill it but got it pretty close (20 HP, currently... and by currently, I mean it had 5 max last round. So its got 3 now after the stabbing but will likely get a lot more next round.) Edited January 21 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted January 24 Clone Share Posted January 24 (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: 5/6 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: 0/3 | Weal/Woe: 3/3 Even though she was safely outside of the splash radius, Eithne could almost feel the awfulness of it through proximity. She was also well aware of its regenerating flesh. How it still looked so rotted was beyond her at this point. The only reasonable answer was lancing it with another stream of light. Mechanics Maintaining pass without trace. Flight: 8/10 Rounds Eithne casts guiding bolt on the plague monster. Edited January 24 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Guiding Bolt (w/ Bless) 22; 1 1d20+9;1d4 [13]; [13,1] Radiant Damage 17 4d6 5,1,5,6 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 25 Author Clone Share Posted January 25 (edited) Troben slashes at one of the growing grubs, cutting it deeply but it yet continues to grow. Remy Lars runs around the mound of rotting flesh to stab another growing maggot, but the thing manages to survive. However, her second strike hits home and kills it. Tiberion steps up and slams a larvae with his hammer as Vrod charges across the room after Eithne's Guiding Bolt of Radiant energy fells the horrible monstrosity before it can regenerate again. As Baldric starts to charge along side Vrod, he stops and turns back toward the opening. "I think I hear something." He says and moves to intercept. With more allies around than Plague Maggots by the southern corpse, Austin moves closer to Eithne and launches a Firebolt at the nearest one to him. Burning it severely but also not killing it. "Oh skizzleblizzle!" Austin says when his fire bolt doesn't kill the creature (and he didn't say "skizzleblizzle") "Troben, Eithne, get back from them. Let me end them!" he says, a glint in his eye that tells you he's preparing to cast his favorite spell, Fireball. The Plague Maggot next to Troben tries to bite him and feed but its lunge is too short to get to anything tasty on Troben's person. However, it is growing. OOC: The remaining Plague Maggots grow (Phase 4 now and next round, then phase 5) Plague Maggots Growing maggots that spill from the bellies of the Plague Flesh creatures. Eating each other, the ones that survive begin to grow larger and larger. Five Phases of Growth (Factors or Increases of starting, 5, 4, 3, and 2) + Increases AC@1: 6 AC@2: 11 AC@3: 15 AC@4: 18 AC@5: 20 x Increases HP@1: 1 HP@2: 5 HP@3: 20 HP@4: 60 HP@5: 120 It takes 2 rounds for the Maggots to grow to phase 2, one round for phases 2 - 4, then 2 rounds to grow to phase 5 Damage done in previous phases is multiplied as their maximum HP increases like a percentage. Attack (Bite) @1: nil Attack @2: 1 damage on critical hit only Attack @3: +1, 1d6+1 Damage Attack @3: +3, 2d6+3 damage Attack @5: +6, 3d6+6 damage Resistances: None Vulnerabilities: None after phase 2 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. AC: 16 HP: 150 Resistance: All damage except Fire, Psychic, and Radiant Vulnerabilities: Fire and Radiant Attack Slam: 2x Slam attacks +12, 2d12+5 bludgeoning damage Spew: 20 foot 'large cone' AoE. DC 15 Dex Save for half damage. 2d12 Disease Damage AND it heals the horrible thing standing in it by 4d8 and drops a die each round as the puke isn't as 'fresh'. It can only use its spew once every d4+2 rounds. Mystic Essence Roll: 3d6, +2 Normally. 5d6 with the essence drain. Summary Plague Monster Mystic Essence Roll: 5d6 You guys are up!! Edited January 25 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Maggot attacks Troben 8 1d20+1 7 Link to comment Share on other sites More sharing options...
herastor Posted January 25 Clone Share Posted January 25 (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: 5/6 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: 0/3 | Weal/Woe: 3/3 "It's in your hands then Austin. Good luck." Eithne's wings snapped forward, propelling her back and away from their latest successful takedown. If the mage was intent on clearing the ones to the west, then she could focus on the stray maggot that remained to the east. The orb of fire she launched seemed to do little against its unnatural flesh though. Mechanics Maintaining pass without trace. Flight: 7/10 Rounds Eithne moves east 55' and casts produce flame on maggot six. Edited January 25 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame (w/ Bless) 25; 1 1d20+9;1d4 [16]; [16,1] Fire Damage 3 2d8 2,1 Link to comment Share on other sites More sharing options...
Shadeus Posted January 25 Clone Share Posted January 25 (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 watches wide-eyed as these filthy creatures continue to evolve. He grits his teeth and says, "It's too late, buddy. The fireball will wound them, but not kill them anymore. Lesson learned: taking care of these things right away is much easier. A burning hands spell kills them all when they are small. Now, they are like armored sides of beef!" The warrior refuses to leave and continues attacking the Plague Maggot in front of him. He strikes it once with a great slashing motion causing a pool of the ichor to start to form at his feet. It finally dies though, which warms his heart. Shifting a bit closer to the next creature, he makes sure the sorcerer has enough room still. It's a wicked strike that chops the already wounded creature in two and he backs away from the last two. Finally, he calls out, "All yours, Austin! Cook 'em!" Tabletop Wow, that's a steep power curve! So, we have two rounds to do 60 points of damage to each maggot. A max-damage fireball is worth 48, so it can't even kill the Plague Maggots at this point. I actually don't have too much of a problem with the massive hit points, but these guys are now wearing plate mail! They are going to be tough to hit. Well, let's go! Troben looks to kill Plague Maggot 1 and we'll see what happens: Attack #1 - Miss! (I have missed more of this combat than Troben has the entire campaign!) Attack #2 - Soft Critical hit for 24 slashing and 10 fire damage. Unfortunately, it's not enough to kill Plague Maggot 1 (9 hp left). He moves his echo next to Baldric (at the very edge of his range) and shifts himself to hopefully give Austin a clear shot to fireball them and not hit Troben. As Papa Bear said, it's enough to kill Plague Maggot 1. So he moves to Plague Maggot 4 and attacks it with a bonus action. Bonus Attack - Soft critical hit for 26 slashing and 9 fire damage. I think that will likely kill it just based on the logic from the first one. Assuming that kills it, Troben backs off a bit to give Austin some room to fireball the last two. Edited January 25 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Maggot 1 15 1d20+1d4+11 3,1 Flaming greatsword attack #2 vs. Plague Maggot 1 30 1d20+1d4+11 15,4 Slashing/fire damage 34 reroll(6d6,2,below,1)+8 1,3,5,1,2,5,3,5,5 Flaming greatsword bonus attack vs. Plague Maggot 4 34 1d20+1d4+11 19,4 Critical slashing/fire damage 35 reroll(6d6,2,below,1)+8 4,2,3,6,3,6,5 Link to comment Share on other sites More sharing options...
Papa Bear Posted January 29 Author Clone Share Posted January 29 (edited) Eithne floats safely out of reach of the maggots and use a minor fire spell on one of them. Troben move tactically, finishing off two of the Plague Maggots before they grow up into the next size. With only two maggots left to the western side of the 'room', Austin grits his teeth as he estimates that his fireball might not finish off the two maggots but hopes to soften them up anyway and launches the spells which explodes over them and the squeal in a horrible high pitched scream. Remy, Vrod, and Tiberion gang up on the last maggot in the southern part of the room and slay it. After waiting and listening for a moment, Baldric turns. "I must have misheard." He says and starts to head back toward Troben and the last two of the growing Plague Maggots. Those two maggots squirm toward Troben with only one of them getting close enough to attempt to bite him. OOC: The remaining Plague Maggots remain in Phase 4 and will grow to Phase 5 next round. The HP multiplier is x2. They do grow this round, but do not increase beyond the size category. Plague Maggots Growing maggots that spill from the bellies of the Plague Flesh creatures. Eating each other, the ones that survive begin to grow larger and larger. Five Phases of Growth (Factors or Increases of starting, 5, 4, 3, and 2) + Increases AC@1: 6 AC@2: 11 AC@3: 15 AC@4: 18 AC@5: 20 x Increases HP@1: 1 HP@2: 5 HP@3: 20 HP@4: 60 HP@5: 120 Mystic Essence @1: None ME@2: 1d20 (None with drain) ME@3: 1d12 (None with drain) ME@4: 1d6 (1d10 with drain) ME@5: 2d4 (2d8 with drain) It takes 2 rounds for the Maggots to grow to phase 2, one round for phases 2 - 4, then 2 rounds to grow to phase 5 Damage done in previous phases is multiplied as their maximum HP increases like a percentage. Attack (Bite) @1: nil Attack @2: 1 damage on critical hit only Attack @3: +1, 1d6+1 Damage Attack @4: +3, 2d6+3 damage Attack @5: +6, 3d6+6 damage Resistances: None Vulnerabilities: None after phase 2 Speed equals their size phase 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. AC: 16 HP: 150 Resistance: All damage except Fire, Psychic, and Radiant Vulnerabilities: Fire and Radiant Attack Slam: 2x Slam attacks +12, 2d12+5 bludgeoning damage Spew: 20 foot 'large cone' AoE. DC 15 Dex Save for half damage. 2d12 Disease Damage AND it heals the horrible thing standing in it by 4d8 and drops a die each round as the puke isn't as 'fresh'. It can only use its spew once every d4+2 rounds. Mystic Essence Roll: 3d6, +2 Normally. 5d6 with the essence drain. Summary Troben gets two ME rolls at 1d10 Also, the maggot Remy, Vrod and Tiberion kill produces an ME. I'll let one of you roll to see what kind it turns out to be. You guys are up!! Edited January 29 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fireball Damage 28 8d6 3,1,4,3,5,2,4,6 Plague Maggot attacks Troben 21 1d20+3 18 Damage to Troben 6 2d6+3 1,2 Link to comment Share on other sites More sharing options...
Shadeus Posted January 29 Clone Share Posted January 29 (edited) Troben the Ragler AC: 21 | Hit Points: 95/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben nods with satisfaction as the fireball explodes. While he normally doesn't mind the smell of one of the iconic spells exploding near him, the stench in this place is simply awful to begin with and doesn't get any better being cooked. He nods to the sorcerer and says, "Great job! You did your part so I can do mine. We gotta kill them now; they are still growing!" The echo knight grins as the growing maggots slither up to him. His sword is already covered with goo, fortunately being cooked off by the enchanted flaming rune. With a pair of quick slashes, the first one dies, and he brings the sword down hard into the second, but it bounces off its thick carapace. Tabletop Okay, let's see what we can do here. He will start with Plague Maggot 3. Attack #1 - hits for 6 fire and 18 slashing damage. That's not enough to kill it. Attack #2 - hits for 5 fire and 18 slashing damage. That will kill it. That will trigger the GMW bonus action attack. Bonus Attack - Nuts! I decided to take the -5 to hit to get the +10 to damage, and it missed. Edited January 29 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Maggot 3 25 1d20+1d4+11 10,4 Slashing/fire damage 24 reroll(3d6,2,below,1)+8 6,1,6,4 Flaming greatsword attack #2 vs. Plague Maggot 3 25 1d20+1d4+11 12,2 Slashing/fire damage 23 reroll(3d6,2,below,1)+8 6,4,5 Flaming greatsword bonus attack vs. Plague Maggot 4 15 1d20+1d4+6 6,3 Link to comment Share on other sites More sharing options...
herastor Posted February 1 Clone Share Posted February 1 (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: 4/6 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: 0/3 | Weal/Woe: 3/3 Considering the beating the maggot was taking, there was no chance that Eithne was going to allow the thing to grow anymore. Her spell gathered and flew, only to reflect harmlessly off of it. Her spell had failed to make a dent at all... Mechanics Maintaining pass without trace. Flight: 6/10 Rounds Eithne casts guiding bolt at 1st level on maggot 4. That is a crit failure. Edited February 1 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Guiding Bolt 9w/ Bless) 10; 2 1d20+9;1d4 [1]; [1,2] Link to comment Share on other sites More sharing options...
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