rauhric Posted May 4 Clone Share Posted May 4 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura cast Mind Sliver on the dark sorcerer and continues to concentrate on her Mischievous spell. "Call off your guards, Modar. Surrender now." OoC Alura casts Mind Sliver cantrip on Modar as her action: Mind Sliver requires an Intelligence Saving Throw vs DC 16 or target takes 2d6 psychic damage and 1d4 penalty on next save before the end of the next turn. She will also continue to concentrate on Nathair's Mischief, which does the following this round: [1] The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom Saving Throw vs DC 16 or become charmed by you until the start of your next turn. If he fails his Mind Sliver save then he takes a -4 on Wisdom save vs Nathair's Mischief Since I rolled Persuasion last time I will also include that this time. Nathair's Mischief Source: Fizban's Treasury of Dragons 2nd-level Illusion Casting Time: 1 Action Range: 60ft Components: S, M (a piece of crust from an apple pie) Duration: Concentration, up to 1 minute You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. 1d4 [1] The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. [2] Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. [3] Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. [4] Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn. Edited May 6 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Nathair's Mischief 1 1d4 1 Mind Sliver DC 16 Int save vs psychic damage 4 2d6 3,1 Mind Sliver Save Penalty 4 1d4 4 Persuasion 20 1d20+1 19 Link to comment Share on other sites More sharing options...
Papa Bear Posted May 4 Clone Share Posted May 4 Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes Niles darts into the room, moving beside Aubren. Targeting the hexed gargoyle opposite him, he lets another fire bolt fly. Then quickly waving his hand, he calls forth his spiritual weapon (using a bonus action) to attack the same gargoyle. Name xDiceName xDiceResult xDiceString xDiceRolls Fire Bolt 14 1d20+7 7 Spiritual Weapon attack 20 1d20+7 13 Spirit Weapon Damage 10 1d8+4 6 Link to comment Share on other sites More sharing options...
codexgigas Posted May 6 Author Clone Share Posted May 6 Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Callista casts her blight spell. Rath Modar attempts to counterspell it, but fails. Her remaining zombie misses the gargoyle. Aubryn strikes true as the gargoyle attacks a weaker target. Her next attack reduces the creature to a pile of rubble. Alura's spell keeps Rath Modar charmed. As she calls for him to surrender, his resolve visibly wavers. Nile's fire bolt barely hits the gargoyle, singeing it. His spiritual weapon slams into the creature with a wave of force. Cole takes quick advantage of the wall of fire's disappearance. He fires two arrows at Rath Modar. The first hits the sorcerer in the arm. The second hits a wall of force around Modar and disappears. Rath Modar shakes his head as Alura attempts to end the fight. "If I do that, your companions will kill me!" he screams. "To the Abyss with you!" He pulls a scroll from a pocket of his robe, speaks the words of enchantment, and steps through a hole in the air which disappears behind him. For a brief second, you see gleaming ice through the hole. Even with their master gone, the gargoyles continue their attack. The first gargoyle attacks Aubryn but her armor saves her from any damage. The second attacks Cole, who dodges its clumsy attacks. The final gargoyle attacks Alura. Its claws pierce her mage armor spell, dealing 5 points of piercing damage. Tabletop You are in Area 12. Alura needs to make a DC 10 Concentration check. We are in combat. The full party is up. Map Roll20 Link Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted May 6 Clone Share Posted May 6 (edited) Aubryn Grace AC: 21 | Hit Points: 102/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 2/3 | 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 scowls as the sorcerer escapes. She adds, "Nice Try, Alura. Let's finish off these gargoyles and then take a moment to damage this room. If it's a source of power, it would be good to ruin it. What spell was that he cast? Did he go far? Regardless, I don't think it would be a good idea to hang around here any longer than necessary." As the gargoyle ignores her and goes after the white-robed wizard, the knight's enchanted blade slashes into its back. Invigorated by the need to protect her companion, Aubryn hacks into that same gargoyle twice more. Tabletop Aubryn gets another opportunity attack on...gargoyle 3, I think? The one that attacked Alura. It would be tremendously helpful to identify the monsters both on the map and in the responses. It's hard to keep track how damaged each creature is. Opportunity Attack - hits Gargoyle 3 (who attacked Alura) for 9 slashing damage. The gargoyle is marked and has disadvantage against anyone guy Aubryn. She will continue to attack the one attacking Alura to try to protect the squishy wizard: Attack #1 - hits Gargoyle 3 for another 11 slashing damage Attack #2 - hits Gargoyle 3 for another 13 slashing damage. I had been forgetting that Aubryn marks someone when she attacks and has the Unwavering mark. Edited May 6 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword Opportunity attack vs. Gargoyle 3 27 1d20+9 18 Slashing damage 9 1d8+8 1 Longsword attack #1 vs. Gargoyle 3 25 1d20+9 16 Slashing damage 11 1d8+8 3 Longsword attack #2 vs. Gargoyle 3 24 1d20+9 15 Slashing damage 13 1d8+8 5 Link to comment Share on other sites More sharing options...
rauhric Posted May 6 Clone Share Posted May 6 (edited) Alura Sajon LG Human Wizard [8] HP 45-5 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura forces her will, and Mage Hand, to push the attacker 5' away from her. "BACK!" She commands the element of fire to blast forth a bolt to launch at the gargoyle as well. OoC Alura had cast Mage Hand at the beginning of this encounter with the dark sorcerer, so she will use her Telekinetic feat ability to shove the gargoyle 5' away from her if it succeeds with a Str save vs DC 16 (bonus action). Fire Bolt (action). She lost her Concentration on the spell Nathair's Mischief. Edited May 10 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Concentration Save DC 10 9 1d20+1 8 Fire Bolt attack 24 1d20+8 16 Fire Bolt damage 8 2d10 6,2 Link to comment Share on other sites More sharing options...
Neopopulas Posted May 7 Clone Share Posted May 7 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 (8/10) 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, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals There is a grumble from Callista as Modar flees, but she is not wholly surprised by it either, just momentarily disappointed. She sees her zombie behind the front line and reminds herself she needs to aquire some longer weapons for them, and slips nimbly back and away from the gargoyle crowding in on her. "Might as well back out and catch them in the doorway at this point..." Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Action: Disengage Zombie A HP: 30/30 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 May 8 Clone Share Posted May 8 Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes spiritual weapon Niles repeats his action, launching another fire bolt and directing his spirit weapon to lay on the assault of the Hexed gargoyle. Name xDiceName xDiceResult xDiceString xDiceRolls Fire Bolt Damage from previous round (since it hit) 9 2d10 5,4 Hex Damage from previous round 4 1d6 4 New Fire Bolt Attack 13 1d20+8 5 New Spiritual Weapon Attack 17 1d20+8 9 Spirit Weapon Damage this round 8 1d8+4 4 Link to comment Share on other sites More sharing options...
codexgigas Posted May 10 Author Clone Share Posted May 10 (edited) Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Aubryn attacks the nearest gargoyle while its guard is down. She follows up with two body blows to the creature, chipping off large blocks of stone. Alura pushes the gargoyle back five feet. She then hits it with a well-placed fire bolt, shattering it. Niles fires another fire bolt at the gargoyle near his spiritual weapon. The cantrip misses, but the spiritual weapon strikes from behind while the gargoyle is distracted. Callista withdraws to a safer location. Cole takes a step back, getting raked by the gargoyle's claws in the process. He takes 6 points of slashing damage. He fires two arrows at the gargoyle, both of which connect. The gargoyles continue their mindless assault on you. One manages to slip a claw under Aubryn's guard, dealing 3 points of slashing damage. The other attacks Cole, managing to both bite and claw the half-elf. He takes 4 points of piercing damage and 8 points of slashing damage. Tabletop You are in Area 12. @Papa Bear I rolled your fire bolt damage last round, so I didn't apply your new roll. I did forget about your hex damage, so I went ahead and added that. We are in combat. The full party is up. Map Roll20 Link Edited May 10 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted May 10 Clone Share Posted May 10 (edited) Alura Sajon LG Human Wizard [8] HP 45-5 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura tries to help Cole out with the two on him and forces her will again through her Mage Hand to push the attacker 5' away from him and then shouts "BACK!" again as she commands the element of fire to blast forth a bolt to launch at that same gargoyle she tried to push. OoC Alura will continue with her Mage Hand push Fire Bolt combo. This time targeting one of the gargoyles attacking Cole. Force Push Str save vs DC 16 (bonus action). Fire Bolt (action). Edited Tuesday at 04:23 PM by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fire Bolt 11 1d20+8 3 Link to comment Share on other sites More sharing options...
Neopopulas Posted May 11 Clone Share Posted May 11 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 (8/10) 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, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals Callista moves back to the door, spotting the gargoyle through the doorway she preps herself. Raising a hand she releases two twisting, spiraling purple and black bolt through the door to strike the gargoyle Mechanics Attacks Actions Attack Target To-Hit Damage Effects Eldritch Blast Gargoyle 17 10 • Action: Casting Eldritch Blast Zombie A HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast Attack 17 1d20+8 9 Eldritch Blast Damage 10 2d10 2,8 Eldritch Blast 2 Attack 23 1d20+8 15 Eldritch Blast 2 Damage 3 1d10 3 Eldritch Blast 1 Damage 3 1d10 3 Link to comment Share on other sites More sharing options...
Papa Bear Posted May 11 Clone Share Posted May 11 Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes spiritual weapon Niles doesn't do anything fancy but keeps up with what was almost working. Name xDiceName xDiceResult xDiceString xDiceRolls Fire Bolt 15 1d20+8 7 Spirit Weapon 19 1d20+8 11 Fire Bolt Damage 12; 2 2d10;1d6 [3,9]; [3,9,2] Spirit Weapon Damage 12 1d8+4 8 Link to comment Share on other sites More sharing options...
Shadeus Posted May 11 Clone Share Posted May 11 (edited) Aubryn Grace AC: 21 | Hit Points: 99/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 2/3 | 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 keeps pressing the fight to the only gargoyle she can reach looking to put it down and also engage the last one to stop it from attacking Cole. Tabletop Aubryn can only reach Gargoyle 4 (I think), so she will attack it...although it looks like Niles is doing just fine on his own! Attack #1 - hits the gargoyle for 14 slashing damage Attack #2 - hits the gargoyle again for 9 slashing damage If this gargoyle dies, Aubryn has enough movement to make it to the other gargoyle. If this gargoyle dies after her two attacks, she will then just move next to the other gargoyle. Please note that anything she attacks is marked and has disadvantage to attack anyone but her. If she doesn't attack and is just standing next to the gargoyle, then she relies on her Sentinel feat. Edited May 11 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword attack #1 vs. Gargoyle 4 24 1d20+9 15 Slashing damage 14 1d8+8 6 Longsword attack #2 vs. Gargoyle 4 16 1d20+9 7 Slashing damage 9 1d8+8 1 Link to comment Share on other sites More sharing options...
codexgigas Posted May 13 Author Clone Share Posted May 13 Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Alura shoves the gargoyle back with her telekinesis. Her cantrip misses. Callista fires two eldritch blasts at the gargoyle, both of which hit. Niles fires a fire bolt at the gargoyle and attacks it with his spiritual weapon. Between the fire and the summoned weapon, the gargoyle falls to the ground and shatters. Aubryn charges toward the remaining gargoyle, hitting it twice with her sword. Cole fires a single arrow at the gargoyle, striking a crack that Aubryn's attack created. The arrow wedges itself in the crack, causing the final gargoyle to shatter. Tabletop You are in Area 12. We are out of combat. Map Roll20 Link Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted Tuesday at 04:04 PM Clone Share Posted Tuesday at 04:04 PM Aubryn Grace AC: 21 | Hit Points: 99/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 2/3 | 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 nods satisfied as the last of the gargoyles crumbles to a pile of stones. She looks around the room and says, "If this room represents some source of power, we should deface or destroy it. Then let's quickly loot the room and keep moving. Rath Modar is a bit of an unknown, but we need to stop that treasure from reaching its destination. It seems we need to find a way to head down to the vault 'below our feet,' if one can believe a Knight of the Thorn." For her part, the knight will help search but keeps an eye on the door. Tabletop Help loot the room. She will leave the defacing to the wizards. They probably need to find that stairwell that somehow magically eludes us...but they don't know that. We need someone alive to question to figure out how to get to the vaults. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted Tuesday at 04:28 PM Clone Share Posted Tuesday at 04:28 PM Alura Sajon LG Human Wizard [8] HP 45-5 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura nods to her companion as she tells them to help loot and destroy the room. She studies the room carefully, investigating any arcane symbols on the walls, floor, and ceiling. She them determines the best way to robe it of its power. No one should be able to use this chamber again after they are done with it. OoC Alura will use her Passive Investigation to help point out where best to loot or destroy. She will be giving her allies the Help Action so they can roll with Advantage. When it comes to destroying or defacing the arcane symbols of power to robe them of their magic she will use her Fire Bolt or Silver Paladine Dagger she picked up early in this game. If the the Arcane symbols require something more powerful she will cast Dispel Magic. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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