codexgigas Posted February 2 Clone Share Posted February 2 Linaras, 30th of Gildember, Evening Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Black Robes receive a -1 penalty to spell attack rolls and spell save DCs. Solinari (17)--High Sanction, 8 days to Waning Lunitari (17)--Waning, 2 days to Waning Nuitari (4)--Low Sanction, 1 day to Waxing It is an easy enough journey from Talis' hunting lodge to Walmish. Walmish, like many of the mountain villages of Lemish, is a small collection of wood and plaster houses. It huddles on the western side of the Garnet Range, an outpost of its chaotic country of monsters and bandits on the borders of the orderly Solamnic Empire. Were Aubryn to openly display her Solamnic uniform, the villagers would undoubtedly turn on her. Memories are still sore from Lemish's defeat at the hands of Solamnia during Ankhar's War. The village has a few dozen houses and a small square, with buildings that include a tavern, a stable, and a shrine. In contrast to this rustic burg stands a mighty ice castle half hidden in a fog-shrouded ravine: walls stand forty feet high, huge narrow towers loom upward—one of blue ice, one crumbling—and all of it is built to a scale for ogres. Wisps of fog hide much of the castle’s detail, but you see two statues standing just before the enormous gate. Walmish is built around a central square, which contains the village's well. You see a small temple, an inn, and a large stable. Knowing the proclivities of Lemish, it is likely that the temple is dedicated to Hiddukel, the Prince of Lies, although there is a small chance it may contain altars to Chislev, the Wild Mother, or Reorx, the World Smith. Tabletop You are in Area 1. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 2 Clone Share Posted February 2 Aubryn Grace AC: 21 | Hit Points: 88/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 3/4 | Rallying Command: 3/4 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - 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. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 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., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn takes the time to dirty her enchanted shield so it has a bit less glimmer hiding the Solomnic symbols with a layer of muck. She hates to have her armor dirty and not in perfect working order, but knows it's not normal times. Right now their options are limited. Shaking her head the knight murmurs, "Pilgrims in an unholy land. Someone else should do the talking if we are confronted. I will not lie, but do not force anyone else down my path. Let's figure out how we get to the castle and Reznir. If we can take the treasure and keep it from the Dark Queen, all the better." She tries hard not to glower at those around her certain they are judging her. Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 3 Clone Share Posted February 3 Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole needs no such precautions. He normally looks like simple farmer out hunting for the day, so now he looks like a simple farmer who joined the cult. There is no reason to explore the town when the castle is right in front of us, so he moves towards the castle in as direct a manner as possible, summoning all the confidence of an actual cultist here for legitimate reasons. "Let's ignore the town and go straight to the castle. It's too bad you won't lie Aubryn. I bet you'd be good at it if you wanted to. You have a skill with people." He laments his own inability to be anything other than direct. Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: Your bonus action goes here Move: move back Manipulate: Your object interaction goes here Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted February 4 Clone Share Posted February 4 AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (9/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▣ ▢] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [▣ ▣ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▣ ▣] Blight, Wall of Fire, Conjure Minor Elementals "Sometimes, a lie is a blessing.. I don't disagree though, I don't see any need to show up at the town." Callista, at least, wholly looks the part. Mechanics Attacks Actions Attack Target To-Hit Damage Effects Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted February 4 Clone Share Posted February 4 Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes Niles actually wanted to go to the town but knew the others were right. He wanted nothing more than to take a bath for the first time in gods only know how long. Niles considered himself a fairly dapper gnome-about-town and though he wasn't overly social, did like to get out and rub elbows with others every so often, something he'd not done in quite some time having been a prisoner of the cultists until not so long ago. Another thing he longed for was a good meal, something well prepared with quality meats and fresh vegetables. He was fairly certain his clothes would be ok. He'd been wallowing in the muck in the cell for a while now so he wasn't sure if he might appear too filthy or if that was his own prejudices of not having regularly laundered clothing. His normally bright colors were muted by the grime from the cell. "I can't tell... am I too filthy or perhaps the quality of my garments still showing through?" He asked the others. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted February 7 Clone Share Posted February 7 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura was dressed in the black robes and mask she had kept from some time ago. She stopped to contemplate their next move. Walking through town would only open them up to encounters that could delay their goal. She didn't think that they would be discovered as enemies, just encounter unnecessary questions and chit chat to eat up their precious time. "I agree. Let move around this town. Someone want to scout out a path for us? I could call up some familiars to scout for us if you all think we have the time to wait for me to cast that spell?" OoC I know there has been talk of a long rest and staying at an inn. That could be fine, but I could also cast Flock of Familiars and have them scout out a path to the castle if you all like? Maybe we can find a place to hide in the castle? Edited February 12 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted February 9 Author Clone Share Posted February 9 Linaras, 30th of Gildember, Evening Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Black Robes receive a -1 penalty to spell attack rolls and spell save DCs. Solinari (17)--High Sanction, 8 days to Waning Lunitari (17)--Waning, 2 days to Waning Nuitari (4)--Low Sanction, 1 day to Waxing A yellow tankard hangs over the door of this rustic tavern. Inside, though, the place is short on cheer. All conversation stops and all eyes turn in your direction. A tall, heavyset man with enormous muttonchop sideburns steps forward and asks, “What can I get you travelers?” The man, presumably the innkeeper, is strangely taciturn for someone in his profession. With an unusual amount of prodding, you learn that you can order a plate of sausage and stewed cabbage with black bread for four copper pieces, a mug of beer for three copper pieces, or a mug of strong mead for one silver piece. There are no other items on the menu. From the glances you get at other patrons' plates, the food doesn't look particularly appetizing. No one else in the inn is wearing a cult uniform, but everyone eyes your disguises carefully. It's as if they're waiting for you to say something. Tabletop You are in Area 2. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 9 Clone Share Posted February 9 Aubryn Grace AC: 21 | Hit Points: 88/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 3/4 | Rallying Command: 3/4 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - 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. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 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., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn never liked these cultist disguises. While they were effective, it felt deceptive to her and against the Measure. Seeing the terse innkeeper, Aubryn says, "Do you have rooms available? We have traveled far to get here and could use a rest." Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 9 Clone Share Posted February 9 Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole keeps his bow slung over his shoulder so as not to look threatening. He is concerned about this ice reception we are receiving. Have the cultists haired these people? He wants to know, but it's not worth blowing our cover in case one of them is a spy for the dragons. He keeps up the act, which should be pretty easy since we are supposed to be new recruits. But mostly he looks around the room to determine if any of these people are threats or spies. "We don't want trouble. Just rooms for the night." Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: none Move: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Insight 18 1d20+5 13 Link to comment Share on other sites More sharing options...
rauhric Posted February 12 Clone Share Posted February 12 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura, dressed in the black robes and mask, takes a seat at the table and begins performing some hand gestures on the table. She mutters some words to herself in the arcane tongue and produces a copper coin from her purse. She assumes the mask was enough to muffle her words to hide her spell incantation from the general public. Removing her mask she says, "Drinks. For all of us." She tosses him some silver coins, including the copper she used for her spell. OoC She is casting Detect Thoughts, and the copper coin was the material component. She is trying to hide her hand gestures and muffle her voice enough to hide her spell from those watching her. She has a 19 in Portent to use with Deception +1 to hide her spellcraft. Is that ok? Edited February 14 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted February 14 Author Clone Share Posted February 14 (edited) Linaras, 30th of Gildember, Evening Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Black Robes receive a -1 penalty to spell attack rolls and spell save DCs. Solinari (17)--High Sanction, 8 days to Waning Lunitari (17)--Waning, 2 days to Waning Nuitari (4)--Low Sanction, 1 day to Waxing The innkeeper's expression becomes even more suspicious when you ask about rooms. "We don't have a lot of rooms. This is a small town, and Lord Marsten likes us to keep rooms available for himself and his... friends," he says. He looks at you expectantly, as if waiting for you to say some sort of phrase. "Where did you say you came from?" he asks. He takes Alura's coins and passes them to a waitress, who quickly returns with an assortment of mugs, all filled with beer. When he touches Alura's copper piece, the wizard is able to hear his surface thoughts. Rezmir said there were reinforcements coming, but she also said she was being followed. Which group is this? Tabletop You are in Area 2. Map Edited February 14 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 14 1d20+2 12 Link to comment Share on other sites More sharing options...
rauhric Posted February 14 Clone Share Posted February 14 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura falls back on her life of privilege and speaks with the authority of someone who is use to giving orders and not engaging in pleasantries with the help. "We are reinforcements. Those drinks, now, if you please." OoC I am invoking her social upbringing background as a woman of privilege who is pushy with the help to keep them in their place. It is not intimidation, just standard wealthy bitchiness with a fake insincere smile. Edited February 17 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 14 Clone Share Posted February 14 Aubryn Grace AC: 21 | Hit Points: 88/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 3/4 | Rallying Command: 3/4 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - 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. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 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., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn grabs a mug and raises it slightly saying, "'Takhisis, our Mother and our Strength.'" She pretends to drink the beer, not trusting that someone isn't "topping off" the barrels with urine. Although the knight was only saying a password and not a lie, it didn't make her feel any less disgusting. 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Neopopulas Posted February 15 Clone Share Posted February 15 AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (9/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▣ ▢] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [▣ ▣ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▣ ▣] Blight, Wall of Fire, Conjure Minor Elementals Callista leans in behind Alura "My do you take to this well... I'm so proud to call you a sister." Mechanics Attacks Actions Attack Target To-Hit Damage Effects Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted February 17 Clone Share Posted February 17 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura nods to her magical "sister's" statement in a non-verbal acknowledgement. She continues to eye the tavernkeeper in order to maintain her spell. She wants to she who he speaks with and then follow the conversation telepathically. OoC Not doing anything else other than keeping her Detect Thoughts spell up and running. She is always aware with her passive perception and investigation up too. Edited February 22 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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