Neopopulas Posted March 16 Clone Share Posted March 16 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 One of Callista's favourite things is to get the drop on her enemies. With cole as a bit of a shield its even more fun. With a quick motion she flings the glowing bead into the room. Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Casting: Fireball 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 Fireball Damage 24 8d6 2,6,3,3,6,2,1,1 Link to comment Share on other sites More sharing options...
codexgigas Posted March 20 Author Clone Share Posted March 20 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 Niles casts his spiritual weapon before he disappears from sight. Rezmir screams in pain as the divine blade rends her flesh. The two guard drakes move to block the door. The attempt to bite Aubryn and slam their tails into her. She easily blocks all of their clumsy attacks with her shield. You see Rezmir take several steps backward, bringing her out of the range of the silence spell. She speaks a word, which is too muffled for you to hear, and you are suddenly blanketed in magical darkness. Tabletop You are outside Area 11. We are in combat. Everyone is up. In the Roll20 map, the grey circle is the silence spell. The black circle is Rezmir's darkness spell. Darkvision does not function within the spell's area. Mundane lights and light spells of 2nd level and lower are dispelled. Roll20 Link Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted March 20 Clone Share Posted March 20 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura is afraid of their target escaping so she cast Dispel Magic on the Darkness. OoC Dispel Magic on Darkness Edited March 26 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dispel Magic 26 1d20+9 17 Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 20 Clone Share Posted March 20 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 steps back and tries to put two arrows in the draconic blocking the door, hoping to drop them so Aubryn has a clear path to Rezmir. Mechanics Main Hand: Bow Off Hand: Empty Concentration: Silence centered on middle of room. Reaction: none Move: step back Action: Shoot draconic in doorway Bonus Action: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Attack 1 21; 17 1d20+6;1d8+16 [15]; [15,1] Attack 2 13; 24 1d20+6;1d8+16 [7]; [7,8] Rallying Command Rx Attack 28; 14 1d20+11;2d8+6 [17]; [17,7,1] Link to comment Share on other sites More sharing options...
Shadeus Posted March 21 Clone Share Posted March 21 (edited) Aubryn Grace AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike:4/4 | Rallying Command: 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 looks at the guard drakes in front of her and knows they are walls of meat to let Rezmir get off her spells. It's time to punch through these bags of scales and get to the real villain. Glancing back to Cole, she points at the drake in front of her inspiring him to get off another arrow at the guard drake stopping her from moving forward. With a quick slash of her sword, the Knight of the Crown fends off and then sprints into the silence towards Rezmir. Tabletop Bonus: Aubryn will using Rallying Command on Cole ( @BobtheWizard) which grants him an extra attack as a reaction doing an extra 1d8 damage. Reaction: If the guard drake takes an opportunity attack for Cole sliding back, Aubryn will get a reaction attack due to the Sentinel feat. I'm going to roll that just in case it's needed. Ignore it otherwise. Attack: She will attack the guard drake in front of her, assuming its barring her way. If Cole's attacks kill that drake, she will take a Dash action and move next to Rezmir taking the opportunity attack from the other guard drake. Rezmir is too far away to move and attack this round. I'm going to roll a pair of attacks just in case the drake is somehow still alive. I moved Aubryn 30 feet assuming the Guard Drake blocking her way. If the Guard Drake dies before she needs to attack, then please move Aubryn next to Rezmir...but she can't attack. Edited March 21 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reaction longsword attack vs. Guard Drake 22 1d20+9 13 Slashing damage 16 1d8+8 8 Longsword attack #1 vs. Guard Drake 26 1d20+9 17 Slashing damage 10 1d8+8 2 Longsword attack #2 vs. Guard Drake 23 1d20+9 14 Slashing damage 15 1d8+8 7 Link to comment Share on other sites More sharing options...
Neopopulas Posted March 21 Clone Share Posted March 21 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 Even as Alura banishes the darkness she steps back to allow her zombies to close in towards the enemies blocking the door. They lurch and grasp as they go. With words of power and a flick of the wrist she lets fly burning rays of fire into the guard drakes that block their way. Mechanics Attacks Actions Attack Target To-Hit Damage Effects Scorching Ray 1 Guard Drake 1 (South) 24 9 Scorching Ray 2 Guard Drake 1 (South) 19 10 Scorching Ray 3 Guard Drake 2 (North) 12 6 Scorching Ray 4 Guard Drake 2 (North) 15 11 Zombie A Guard Drake 1 (North) 3 Zombie B Guard Drake 2(south) 4 • Casting: Scorching Ray at level 3 for four rays. • Sending two of the zombies in to attack 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 Scorching Ray 1 - South Drake 24 1d20+8 16 Scorching Ray 2 - South Drake 19 1d20+8 11 Scorching Ray 3 - North Drake 12 1d20+8 4 Scorching Ray 4 - north Drake 15 1d20+8 7 Zombie Attack 1 26 1d20+7 19 Zombie Attack 1 20 1d20+7 13 Scorching ray 1 9 2d6 5,4 Scorching ray 1 10 2d6 4,6 Scorching ray 1 6 2d6 2,4 Scorching ray 1 11 2d6 6,5 Zombie A 3 1d6+1 2 Zombie B 4 1d6+1 3 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 22 Clone Share Posted March 22 (edited) 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 When the Darkness disappears as quickly as it formed, Niles grins as he prays to the forces of the celestial realms to bring forth spectral protectors, looking to his companions to be sure the aggressive spirits know whom not to harm. OOC: Casting Spirit Guardians – 5th Edition SRD (5esrd.com) The Range is 15 feet from Niles so it will affect both Drakes. They have to make a DC 16 WIS save or suffer 3d8 Radiant damage (half if they save). And oopsie, I put it down as Spirit Weapon Damage when it should have been Spiritual Guardians... but its lousy damage, 9 if they fail, 4 if they succeed. The spirit weapon moves after Rezmir but the attack misses (Spiritual Weapon does not require concentration) Niles moves so that he can see Aubrin (so the guardians won't attack her) and Rezmir so his spirit weapon can wave at her. Edited March 22 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spirit Weapon Damage 9 3d8 1,7,1 Spiritual Weapon Attack on Rezmir 9 1d20+8 1 If that hits Rezmir, it deals 7 2d8+3 1,3 Link to comment Share on other sites More sharing options...
codexgigas Posted March 26 Author Clone Share Posted March 26 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 dispels the magical darkness Rezmir conjured. Cole steps back. The nearest guard drake bites him, dealing 11 points of piercing damage. Aubryn strikes with her longsword, opening a long gash. Cole fires an arrow at the drake, finishing it off. He tries to fire an arrow at the second drake, but it bounces off the creature's scaly hide. Aubryn cries out, spurring Cole to fire another arrow. This time, the arrow pierces the drake's eye, wounding it. Aubryn dashes forward, reaching Rezmir. The guard drake attempts to bite her, but its teeth fail to pierce her armor. Callista commands her zombies, which finish off the last guard drake. She fires scorching rays at Rezmir. Three of the four rays hit. The half-dragon cries out in pain. Niles summons his spirit guardians. His spiritual weapon misses Rezmir. He moves into the chamber, but his spell just misses Rezmir. The guardians fly harmlessly around Aubryn. Rezmir growls. "You fools don't know what you are doing." She speaks a word of power, and her form begins to fade as her teleport spell takes effect. Tabletop You are outside Area 11. We are in combat. Everyone is up. In the Roll20 map, the grey circle is the silence spell. Aubryn may make an attack of opportunity before Rezmir's spell is completed. Roll20 Link Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted March 26 Clone Share Posted March 26 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura tries to stop Rezmir from escaping so she casts Counterspell. OoC She will try to Counterspell Teleport as her Reaction. I will use my 19 Portent on that roll. Edited March 27 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 26 Clone Share Posted March 26 (edited) Aubryn Grace AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike:2/3 | Rallying Command: 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 sees Rezmir start to fade and slashes quickly at the cowardly half-dragon looking to flee. Tabletop She will attack with her reaction and use precise strike to give her advantage. Hmm, hits AC 16 for 16 slashing damage (precise strike does an extra 1d8 damage). I'm not sure if that's good enough to hit. Edited March 26 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Opportunity Attack vs. Rezmir 16 keep(2d20,highest,1)+9 7,3 Slashing damage 16 2d8+8 2,6 Link to comment Share on other sites More sharing options...
codexgigas Posted March 27 Author Clone Share Posted March 27 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 slashes at Rezmir as the half-dragon begins to vanish, drawing blood. Alura casts her counterspell. Rezmir's spell begins to unravel, and the half-dragon becomes fully corporeal once again. Tabletop You are outside Area 11. We are in combat. Everyone is up. In the Roll20 map, the grey circle is the silence spell. Aubryn may make an attack of opportunity before Rezmir's spell is completed. Roll20 Link Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted March 27 Clone Share Posted March 27 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura casts Sleep on Rezmir in case they need to question their prisoner. OoC Hopefully with the amount of damage Rezmir has taken it can succumb to the Sleep spell. Probably has more than 17HP. I guess we kill Rezmir. Edited March 30 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sleep 17 5d8 5,3,1,3,5 Link to comment Share on other sites More sharing options...
codexgigas Posted March 28 Author Clone Share Posted March 28 (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 Alura casts her sleep spell. The aroma of rose petals fills the air, and Rezmir falls unconscious. A large rug covers the icy floor just inside the door of this 10-foot-high room, which is lit by a brazier of hot coals. A large bed rests in one corner, a desk in another. Resting atop the desk is a handsome, iron-banded chest secured with a sturdy padlock. Tabletop You are outside Area 11. We are in combat. Everyone is up. In the Roll20 map, the grey circle is the silence spell. Aubryn may make an attack of opportunity before Rezmir's spell is completed. Roll20 Link Map Edited March 28 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted March 29 Clone Share Posted March 29 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 "Well.." she peaks into the room around the corner "That seems like it was easier than i thought it would be." Mechanics Attacks Actions Attack Target To-Hit Damage Effects Scorching Ray 1 Guard Drake 1 (South) 24 9 Scorching Ray 2 Guard Drake 1 (South) 19 10 Scorching Ray 3 Guard Drake 2 (North) 12 6 Scorching Ray 4 Guard Drake 2 (North) 15 11 Zombie A Guard Drake 1 (North) 3 Zombie B Guard Drake 2(south) 4 • Casting: Scorching Ray at level 3 for four rays. • Sending two of the zombies in to attack 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 March 29 Clone Share Posted March 29 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 "Indeed it did." Niles agrees as he begins looking around the room for something, some kind of clue, orders, or something that they might be able to use to their advantage. He decides to keep the Spirit Guardians swirling around him. They will remain for a time unless his concentration is turned to something else... and they are good to have around in dangerous situations. OOC: Spirit Guardians – 5th Edition SRD (5esrd.com) I'll add investigation and Perception checks in case those are warranted. Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 18 1d20 18 Perception 21 1d20+4 17 Link to comment Share on other sites More sharing options...
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