BobtheWizard Posted February 17 Clone Share Posted February 17 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 to the back, letting the women handle the situation. They all seem to be doing a great job so far, as long as this innkeeper is a follower of Takhisis. He instead looks around the room to make sure no one else is going to start any trouble with us. Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: none Move: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted February 20 Author Clone Share Posted February 20 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 visibly relaxes. "Beg pardon," he says, "but it's impossible to be too careful. There's a group that's been disrupting operations in this area, and I feared you might be them. There are rooms available for you upstairs. We make sure that fellow believers have a place to rest. I assume you'll be continuing on to the castle tomorrow?" The tension has drained out of the inn. The other patrons return to their private conversations. For the moment at least, the danger has passed. 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 22 Clone Share Posted February 22 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 decides not to respond. She isn't sure it's a good idea to give them any more information, but it might be suspicious not to. Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted February 22 Clone Share Posted February 22 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura looks to her companions and then to the tavern keeper and says "If I have to ask for those drinks One ... More ... Time ..." and looks at him in his eyes until he turns to the bar and gets them their drinks. 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 23 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted February 22 Clone Share Posted February 22 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 (10/10) 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 wraps her arm around Alura's waist with overt familiarity "Sister, you know how i love it when you get so forceful. I dare say i hope he continues to ignore you so i can see exactly what consequences there are.." 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 22 Clone Share Posted February 22 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 desperately wanted the drinks and a bite to eat. He knew he desperately missed civilization in his time of captivity, but he now knew just how much he missed it as he longed for the unarrived victuals. It felt like he'd not eaten in a week. He was about to speak up when Alura spoke threateningly. Niles didn't know what to think about that, and really, at this point in his life, didn't care. He just wanted something wonderful to fill his belly and moreover, pretty much anything would be 'wonderful' to him. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted February 23 Author Clone Share Posted February 23 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 chuckles nervously at Alura. "You Black Robes know what you want and when you want it, eh?" he says. A drop of sweat slides down his forehead. "Tabitha brought you drinks. If beer isn't too your liking, let me know. I'll have her bring you some mead. We don't have any wine; don't get many requests from it out here. There's some dwarf spirits behind the bar, but I've stopped advertising it. Rezmir doesn't like her people getting that drunk. So long as she's in Walmish, I won't cross her... at least not cheaply." The waitress, Tabitha, returns with plates of sausage and cabbage. "On the house," the innkeeper says. "We want to make sure that the believers are well-fed. Father Desmond may grumble, but almost all of the town has deserted him. We earnestly await the Queen's return." Tabletop You are in Area 2. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 23 Clone Share Posted February 23 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 nods to the innkeeper. "Yes. We are due at the castle tomorrow morning. We appreciate the hospitality and it's good to know where your loyalties lie." He refrains from winking at Aubryn for doing such a good job with the deception. He stows his bow on his back and sits down to enjoy the food and single mug of beer. The sausage and cabbage may not be the best he's ever had, but after months as a prisoner, it tastes better than anything he's had in a while. Despite the apparent servility of the other patrons, he keeps his eyes peeled for any signs of danger until the others are ready to retire to our room. Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: none Move: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted February 23 Clone Share Posted February 23 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura continues to fix her stare on the innkeeper and says, "How many rooms you have upstairs? Any other patrons tonight? And who is this Father Desmond?" She is still detecting his thoughts in order to tell if he is keeping things from her. OoC If we can get the place to ourselves that would be great. And if this Father Desmond is a potential ally that would be good to know too. Edited February 26 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 23 Clone Share Posted February 23 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 presses her lips together, annoyed that there is conversation going on unaware of Alura's magic. Every question could lead to a slip up. Tabletop Regardless of this being an inn, she insists that they keep a watch. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted February 23 Clone Share Posted February 23 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 sits with Cole and loses whatever composure he usually displays as he descends into shovelling food into his mouth like a starving person... Which he was, in a way. The food he had been eating was barely passable as food, intended to keep prisoners weak, and therefore, more easy to manage. It had no flavor to speak of and so even the worst meal out of captivity was as a fine dining experience at a king's table... And that is how Niles felt. In a few days, he knew he probably would barely stomach this meal, but in this moment, it was the best he could remember. Whatever else was going on around Niles was lost to him. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted February 26 Author Clone Share Posted February 26 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 Alura keeps the innkeeper talking. As he speaks, she doesn't detect any falsehoods. "We've got three rooms upstairs. I need to keep one reserved for one of the Speakers in Purple, if they're passing through, but the other two are free for you to use." He pauses and makes a face before speaking of Father Desmond. Alura senses his deep dislike of the man. "Father Desmond is the local priest. He's a cleric of Hiddukel. The man doesn't understand the way the wind is blowing. Hiddukel's leadership got us nowhere during the war. He played us as false as he played the Solamnics. That's what you get from the God of Lies. Not like Mother Takhisis. To hear Father Desmond tell it, we're all courting disaster by working for the Queen's return. If you ask me, Hiddukel just doesn't want the competition." Alura is able to gather a few images of the Speakers in Purple the innkeeper mentions. Among them are a half-black dragon woman, a burly dwarf, and a fair-skinned elf. If she had to guess, she would say that the elf is a Silvanesti. 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 26 Clone Share Posted February 26 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 nods and says, "Yes, your first mistake was listening to a cleric of Hiddukel! Enough of this. Let's get some rest; I'm tired and have no more time for this." The knight looks for a key and will head up to one of the rooms declaring the biggest of the two the "girls" room. Tabletop I hope we are ready for the long rest. Then it's a trip to the castle next. 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rauhric Posted February 26 Clone Share Posted February 26 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura nods to her noble knight and says, "I will follow in a moment. Once he is done eating." She points to Niles. Turning her attention to the tavern keeper she say "That will be all." Before he can turn around and leave she says "Hail the Dark Queen." And raises her cup in praise of Takhisis. Once they are alone again she whispers to her companions that stayed behind, "I can't imagine us not encountering Speakers in Purple while here, so we need to get familiar with our surroundings so that we can escape quickly. Let's finish up here and head to our rooms. I feel we will need to sleep light and move quickly when the time comes." OoC Lets get an exit plan ready. Edited March 1 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted February 27 Clone Share Posted February 27 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 (10/10) 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 Heading up to her room early, she makes her preparations. She has a little bit of a routine after all. She has her undead to work on - she spends a few minutes reestablishing control - and then does a little ritual to put an alarm on the room. It really seems that she is very much at home in this sort of situation. Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Casting: Animate Dead to reestablish control • Ritual Casting: Alarm 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...
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