rauhric Posted March 30 Clone Share Posted March 30 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura tells her teammates, "Lets tie him up if we need to question him. And lets search this place for everything. Maps, plans, letters, items, etc... I want it all. If we are find anything here that will prove this ..." she motions to everything here and that they have been a part of "... is real, then we need proof. So lets find it here. We are going to need allies in this war." Then she starts searching herself for everything. She hopes her more martial teammates will tie up Rezmir. OoC Did the ranger leave us? Can he tie up Rezmir? The rest of us need to search this room and collect clues and proof of this war, their invasion plans, and targets. Those are the civilizations we need to turn to our side. This war is happening with or without their knowledge so lets build the case and show everyone whose side they need to be on. I'll just use Passive Perception 19 and Passive Investigation 23 for now, unless I really need to roll for it. Edited April 3 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted April 1 Clone Share Posted April 1 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 reminds everyone about the magical silence and that she cannot hear any of them through pantomime. She gestures for them to come into the room and to close the door. Sheathing her sword, the knight searches Rezmir for anything of value, plus a key for the chest on the desk. After she removes her valuable possessions, she will bind and gag the spellcaster. Finally, she moves her into the magical silence. If she finds a key, she looks to use it on the chest. Otherwise, she will specifically search the desk after Rezmir. Tabletop I don't think it's a bad thing to have the silence spell covering our search. It will make communicating more difficult, except at the far end of the room. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 2 Author Clone Share Posted April 2 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 You search the room. To your knowledge, there are no hidden doors or compartments. The books on the desk speak about a "Well of Dragons." However, based on their contents, you are unsure where this well is located. It is described as a powerful place of draconic magic, however. Aubryn restrains Rezmir. She finds three keys on the half-dragon. One looks small enough to fit into the locked box sitting on the desk. She places the key in the lock and twists it. The lock opens easily. Inside the box is a finely crafted mask shaped like stylized black dragon's head. Beneath the mask is a collection of jewels, jewelry, and coins. Tabletop You are in Area 11. Aubryn finds the following in the box: a set of matched peridot stones on a gold chain (400 stl), a silver torc with dragon’s heads (200 stl), six moonstones of 50 stl each, and a set of 20 loose pearls, worth a total of 3,000 stl. There’s also 600 sp, 200 stl, and 50 pp. Roll20 Link Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted April 3 Clone Share Posted April 3 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura wonders to herself if she knows of any information about this Well of Dragons and a possible location. And while she is exploring her memory she will give this room a last lookover to see if there are any hidden doors. She begins looking under rugs and furniture. OoC Can I roll History to see if I know anything about this Well of Dragons? Also rolling Active Perception to find hidden doors. Maybe under the rug or behind furniture? WTF! I have been rolling terrible lately. Like uncommonly bad. The last few times I have rolled in my games this week has been a crap load of "1's". Edited April 5 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls History - Well of Dragons 17 1d20+8 9 Perception - Hidden Doors 5 1d20+4 1 Link to comment Share on other sites More sharing options...
Neopopulas Posted April 3 Clone Share Posted April 3 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 "Allow me to see that mask, will you?" She does ask while grabbing though, the asking seems perfunctory at best. Once their enemy was restrained, she was no longer interested in it. She moved her undead into the room to keep them out of sight but otherwise does little to concern herself with the survivor - the undead so hover around the door to attack any enemies that might wander through. She was less interested in the gems and jewels than she was in the mask, fortune was fleeting, but her curiosity was infinite. 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...
codexgigas Posted April 5 Author Clone Share Posted April 5 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 has never heard of this Well of Dragons. Since she is well-versed in the history of Ansalon, she suspects it must be somewhere else on Krynn. Perhaps it is the continent of Taladas to the north, of which she has heard rumors from minotaur sailors. It might also be located on the mystical Dragon Isles, where the metallic dragons permit few members of other races to journey. Callista takes the Black Dragon Mask from Aubryn. Her fingers buzz with power as they touch the object. While she will need to take an extended period of time for study or use her magic to discern more about the mask's properties, she can tell that it is an immensely powerful artifact. Tabletop You are in Area 11. Aubryn finds the following in the box: a set of matched peridot stones on a gold chain (400 stl), a silver torc with dragon’s heads (200 stl), six moonstones of 50 stl each, and a set of 20 loose pearls, worth a total of 3,000 stl. There’s also 600 sp, 200 stl, and 50 pp. Roll20 Link Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted April 5 Clone Share Posted April 5 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura was hoping to find something under rugs and furniture, but alas she did not. While pondering her next move she studies their prisoner for a moment looking for some sort of angle to gain the advantage here. She wonders for her vast knowledge on many things if she has ever heard of a way to socially humiliate the honor of these dragon-kin. She is searching her memory for a means to make Rezmir loose "face" within his ranks in a way that shows what a poor military figure and leader he is to his people so they will be less inclined to challenge her party. OoC What I would like to do is try and remember some sort of social or cultural facts of demoralizing the cult leader either by social or racial means. I guess what I'm looking to do is a form of Psychological Warfare to give us the advantage when encountering these culture members while Rezmir is our prisoner. For example, do we cut off his/her horns to stripe them physically of the features that makes imposing or impressive, strip him/her naked, tie them up in a way where they needs to crawl around on hands a knees with a leash around their neck, dress him/her in some humiliating fashion to demonstrate a demotion of power stature and rank, etc... I want to "break" Rezmir in the eyes of the cult members. I need to make sure that everyone who sees us with their defeated leader understands that even the most powerful of them is nothing compared to us. Does that make sense? I would like to use her Arcana, History, or Religion knowledge to try and achieve that end. She has a 19 on her portence of the day and +8 skill check so that would be a 27 on that roll. Edited April 9 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted April 6 Clone Share Posted April 6 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 She makes a motion as if she is going to put on the mask and then shakes her head with a smile as if she is having some small inside joke with herself. The artifact was impressive, but it may have to wait until later, there would be little time to figure out its properties until they were in a better position.. Shame.. She tucks it away and decides to study it at the earliest opportunity, while Alura investigates, she returns to the others. "Do we have a continuing plan?" she motions to their new captive "Interrogation or execution?" 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...
Shadeus Posted April 6 Clone Share Posted April 6 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 presses her lips together, knowing what's next is a difficult choice. They are in an enemy castle though and it's going to soon be flying with a massive treasure to resurrect a dead god; that can't happen. She says, "We need to stop this treasure from reaching wherever the cultists want it to go. Rezmir was a start, but we need to finish it. We should explore this area, starting with the room across from this one (room 13) and going counterclockwise around the area. As for Rezmir, she has proven herself a fanatic of this cult of Takhasis. She will not listen to what we say or answer our questions. We are in enemy territory here with no means to get her out of this safely. We are going to get in more fights and cannot have her distracting us. We should mercifully end her now and move on " The knight notes Calista playing with the dragon mask and is a almost a bit surprised when she doesn't try it on. Smart woman....a problem for another time. Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted April 7 Clone Share Posted April 7 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 "Agree." Niles replied to Aubren's suggestion. Niles had to look inside himself. Was this who he had become? Killing Rezmir certainly wasn't like killing an innocent. But killing a helpless villain still wasn't his style.... or was it? Niles was immediately conflicted. How could he pronounce life and death? And yet, he couldn't escape the idea that killing Rezmir would save more lives. How many might be saved if this one villain died here and now ending any possibility of escaping and aiding the enemy in someway that could even cost them the win... or their lives. Killing Rezmir had always been the plan, wasn't it? Why would it be different now that they captured her as opposed to killing her in battle? Niles hated himself some but had to push those thoughts aside for now. his doubts and second guessing could get his own people killed and worse, cost everything if it caused them to fail. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted April 8 Clone Share Posted April 8 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 "Very well then, no one needs to be here if they don't want to. My .. assistants can manage it while you're gone.." she motions to the undead servants by the door. 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...
Shadeus Posted April 9 Clone Share Posted April 9 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 sighs and says, "No, I will do it. I do not trust your...tools to screw this up. I will give her an honorable death, more than she deserves. I refuse to let her be savaged by undead." Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted April 9 Clone Share Posted April 9 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura stops her companions from killing Rezmir and says "We leave her tied up. This is humiliation enough. Her Dark Queen will punish her for her weakness. The rest of her cult will feel the same. This gesture is worse than a quick death. Let her have her eternal humiliation." She gathers up anything that is valuable and important to Rezmir and stripes her of any rank or privilege trinket that might be coveted as being earned through show of strength and power. The goal is to leave her with no token of respect she ever earned. Alura wants to make sure Rezmir knows that she is now and forever NOTHING. OoC Any trinket or token of rank of privilege earned in the service of the Dark Queen and her cult will be taken by Alura as a token of victory. Edited April 10 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 10 Author Clone Share Posted April 10 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 quickly removes Rezmir's robes and the clawed brooch the cultist is wearing. These might be a useful disguise in the future. Leaving Rezmir magically sleeping behind you, you head to the room across the hall. The door is locked, but one of the keys you recovered from Rezmir opens it. On the other side, you find a store room. Huge sides of beef, entire ham hocks, and enormous barrels fill this room, as do hundreds of crates. The place smells of burlap, wood, and salt. Tabletop Alura gains an Insignia of Claws. She also gains a set of purple cultist robes. You are in Area 13. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted April 10 Clone Share Posted April 10 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 didn't like the idea of leaving Rezmir alive but neither did he like the idea of "eternal shame". He felt as though mercy needed to be at the heart of the decision but even so, he worried that leaving her alive was a mistake and wished Aubrin had finished the cult leader off Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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