Shadeus Posted March 7 Clone Share Posted March 7 (edited) Troben the Ragler AC: 21 | Hit Points: 87/105 | 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 growls annoyed and says, "Oh, hells no! No, no, no! This ain't gonna happen. Someone dispel that crap!" Without waiting for a solution, the echo knight moves his image next to the abomination and looks to unleash a mountain of pain on the creature. Tabletop Start with the Dexterity Saving Throw (DC 17, advantage): Saved! 10 damage Troben will move his echo next to Mourn and attack. Without knowing its resistances or AC, it's hard to figure out how "all in" I want to go here, but let's see where it goes. Attack #1 - hits AC 18 for 20 slashing and 3 fire damage. Attack #2 - hits AC 18 for 18 slashing and 4 fire damage. Attack #3 - hits AC 14...I will assume that's a miss. He will also use an unleash incarnation to attack one more time as a bonus action. Bonus attack - hit AC 17 for 18 slashing and 1 fire damage. Hmm, a very uninspiring round! Maybe next time. Edited March 7 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dexterity Saving Throw (DC 17) 18 keep(2d20,highest,1)+1 9,17 Flaming greatsword attack #1 vs. Mourn 18 1d20+11 7 Slashing/fire damage 23 reroll(3d6,2,below,1)+8 2,1,3,6,6 Flaming greatsword attack #2 vs. Mourn 18 1d20+11 7 Slashing/fire damage 22 reroll(3d6,2,below,1)+8 6,4,4 Flaming greatsword #3 vs. Mourn 14 1d20+11 3 Flaming greatsword bonus attack vs. Mourn 17 1d20+11 6 Slashing/fire damage 19 reroll(3d6,2,below,1)+8 5,5,1,1 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 7 Author Clone Share Posted March 7 When Troben's first attack cuts through Mourne, the thing shatters and dissolves in a similar way as his echo does... but not quite the same. Troben's seen the effect before. Mirror Image. Troben can hear laughter from farther down the corridor. Apparently this terrible thing can concentrate on multiple spells at once (at least two) and has some way to see and communicate with them in the corridor from somewhere else! OOC: Troben obviously notes the Mirror Image spell and would NOT Unleash Incarnation. Technically, He's only made one attack this round! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 8 Clone Share Posted March 8 (edited) Troben the Ragler AC: 21 | Hit Points: 87/105 | 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 blinks surprised when the image shatters. He say a bit startled, "It was an echo...an image! I hear it down the hallway. I'm going after it!" Both his echo and the warrior continue to run down the passage. Tabletop Troben will move the echo its full 30 feet. He has a movement of 40 this first round (due to dread ambusher). If he encounters another creature, he will attack it as well. Since he already used his action to attack (if only once), he cannot use dash or anything like that. I'll roll another attack here just in case it's needed. If he can hit anything, it hits for 15 slashing, 5 fire or 21 slashing and 8 fire on a soft crit. Edited March 8 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #2 vs. Mourn 28 1d20+11 17 slashing/fire damage 20 reroll(3d6,2,below,1)+8 2,5,5,2 Extra damage (if soft crit) 9 reroll(3d6,2,below,1) 3,3,2,3 Link to comment Share on other sites More sharing options...
herastor Posted March 8 Clone Share Posted March 8 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 70/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 6/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 2/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 "I can take care of it..." Twin swells of psychic pressure and flame hit Eithne as she started to focus on her ring. Crimson trickled out of her nose, her skin sizzled, but the pain was nothing as she found her spiritual footing. Free of the distraction, she sought to free Vrod. Her wings flared out and she swooped towards him... Mechanics Starry Form: 3 minutes remaining Owl Cloak Wings: 10 rounds Activating the cloak with a bonus action. Moving towards Vrod. Eithne casts protection from evil and good from her stone giant ring on Vrod. The spell says willing creature, but I thought it could be used on a controlled target based on the advantage granted part. Edited March 8 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC 16 WIS Save 13 1d20+10 3 Advantage 25 1d20+10 15 DC 17 DEX Save 6 1d20+4 2 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 8 Author Clone Share Posted March 8 (edited) OOC: OK, unfortunately Vrod is part of the enemy's initiative and acts before Eithne. As Troben takes off running, Vrod will make an attack of opportunity on Troben then chase after him, and unfortunately has the same speed. Vrod will get three attacks on Troben 🫣 But the good news is that Eithne's plan worked and Vrod rerolls his save and succeeds. I'd consider Vrod "Willing" Because that would be his natural state. He is being controlled and thus, acting against his wishes. As Troben turns his back to the large orc, Vrod brings his ax down at the knight and brings the blade across Troben's back. The big orc chases after the knight, swinging twice at him, missing the first time but catching Troben. Troben's movements probably helped the hits catch less flesh. Tiberion and Baldric turn on Austin and are left behind in the corridor as Remy and Eithne (like an avenging angel) give chase after Vrod and Troben. Eithne uses his blessings on the big Orc whose eyes blink rapidly as he comes back to his senses. "Troben! Brother! I ... I ... " Vrod drops to his knees before the Knight. "Please, strike me down. I have failed you and betrayed you!" OOC Technically, Troben still has an attack left. You guys are still in the corridor, no sight of Mourne. Edited March 8 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Vrod Opportunity Attack on Troben 23 1d20+9 14 Vrod's first attack on Troben 17 1d20+9 8 Vrod's second attack on Troben 26 1d20+9 17 Vrod hits with the AoO (Unless there is an item T has that helps when he provokes... I looked, but didn't see something) 12 1d12+8 4 Vrod hits with his second attack 14 1d12+8 6 Link to comment Share on other sites More sharing options...
Shadeus Posted March 8 Clone Share Posted March 8 (edited) Troben the Ragler AC: 21 | Hit Points: 92/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben looks surprised at Vrod and says, "Wait, you hit me? Those scratches? That's not a hit; it's a tickle." He grins at the big orc and hits him on the shoulder saying, "Not your fault, big guy. Let's go find this Mourne and make him a pile of goo on the floor. Everyone, keep an eye out. He's a caster, so he may be lurking around here invisible." He continues down the passage looking around and drinking a potion. Tabletop That image might have been close to the Mislead spell. He will first make a perception check. If he doesn't find anything, both Troben and his image will move 30 feet down the passage. Perception check: 18 If he doesn't encounter Mourne within 30 feet, he will drink a potion of superior healing (8d4+8). Edited March 8 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception check 18 1d20+6 12 Potion of superior healing 31 8d4+8 2,2,4,2,2,4,3,4 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 8 Author Clone Share Posted March 8 (edited) "You are generous. I may not have been so forgiving." Vrod says, pulling out a knife and cuts it across his hand, squeezing blood out that drops on the ground. "Your blood is my blood. My life is your life." He says. While this is going on, Tiberion uses Ethne's trick on Austin, who suddenly comes to his own senses. "What...what happened?". He says but has a sick look of knowing on his face. Moving cautiously down the corridor, the group finds no sign of Mourne save for a wheezing cackle from time to time until you approach a room. Edited March 9 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 9 Clone Share Posted March 9 Troben the Ragler AC: 21 | Hit Points: 92/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben looks back to his companions to see if they are ready. He considers sending in his echo first to scout things out, but Mourne already knows they are coming. But it might trigger a trap. He says softly, "I'm gonna send my echo into the room to check things out. I will let you know if we need to prep spells, etc." His echo glides soundlessly into the room as Troben transfers his consciousness to the echo. Tabletop Use the avatar ability to head into the room to see what to expect in there. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 9 Author Clone Share Posted March 9 The echo enters the room ahead. Troben sees Mourne, or at least another 'echo' of it, standing at the far end of an elongated room with two larger monsters close to the entrance and a fog, or mist... no wait, looking closer, it seems it is some kind of swarm of flies... rot flies or some such thing knowing this area. The monsters notice the Echo and start charging. It is immediately destroyed and Troben is brought back into his own senses. The monsters will be to you in about a round... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted March 12 Clone Share Posted March 12 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 70/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 6/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 2/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 "Maybe not as forgiving, but I trust you'd know our true intent and not some conjured ire," Eithne pricked her finger on a leftover conjured thorn and added her blood to Vrod's, "For as long as I am able, you'll live and die as yourself Vrod." With the warning given by Troben, Eithne went straight to work. Much of her magic lay in binding elements of nature to her will. Unfortunately, this meant most of her best magic would be quickly drained away. The spell in the stone she retrieved was not among that number. A simple snare that could last. A coil of rope followed and, in a flash, the trap was laid to the corridor's side. That was her best chance to catch one of the smaller demons unaware. The prep work finished, she returned to the side of her companions. Light danced across the Measure's surface and she waited for a suitably big target to pique her deadly interest. Mechanics Starry Form: 2.9 minutes remaining Owl Cloak Wings: 9 rounds Protection from Evil and Good on Vrod: 5 minutes Eithne will travel 30 ft forward to cast a snare along the side of the corridor. She'll move 30 ft back and hold an arrow attack for the first large creature that comes within 60 ft of her. Edited March 12 by Powderhorn Wikidot Link Removed (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 12 Author Clone Share Posted March 12 Snare... Is that a spell or an ability? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 12 Clone Share Posted March 12 23 minutes ago, Papa Bear said: Snare... Is that a spell or an ability? SnareCasting Time: 1 minute Range: Touch Components: V, S, M (30 feet of cord or rope, which is consumed by the spell) Duration: Until dispelled or triggered While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends. - It's a spell! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 12 Clone Share Posted March 12 Troben the Ragler AC: 21 | Hit Points: 92/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. As his echo vanishes, Troben blinks and says, "A big Mourne-ish monstrosity is heading this way and fast. Oh, and some swarms of ugly flies. You have a few seconds before it's on us!" With a nod, a new echo appears. This one is just a shadowy, scrawny teenage version of himself. Troben puts his palm on his face and says, "Ugh. I hate this guy! I was so scrawny back then, way before I took things more seriously." The echo knight gets ready for the worst. Tabletop No other actions at this time. He needs to wait until they are actually in combat. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (advantage) 24 keep(2d20,highest,1)+4 19,20 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 12 Author Clone Share Posted March 12 Eeps, if that's the spell, casting time is one minute. You have just one round. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted March 13 Clone Share Posted March 13 You're absolutely right. I misread the spell. Thought it was an action. As penance I skip the prep and just hold for the first creature Eithne can hit. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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