8w_gremlin Posted April 6 Clone Share Posted April 6 (edited) Eira Fjelldis Human Druid 2 Hp: 17/17 | Ac: 15 | Init: +2 | Perception: 15 | Insight: 15 | Investigation: 11 STRSave: -1 Athletics: -1 8, DEXSave: +2 Acrobatics +2 Slight of Hand +2 Stealth +2 14, CONSave: +2 14, INTSave: +3 Arcane +1 History +1 Investigation +1 Nature +1 Religion +1 12, WISSave: +5 Animal Handling +5 Insight +5 Perception +5 Medicine +3 Survival +5 16, CHASave: +0 Deception +0 Intimidation +0 Performance +0 Persuasion +0 10 Eira, standing defiantly in the doorway, her silhouette stark against the night, swiftly drew upon the cold essence of the wilderness. With a whispered incantation and a fluid gesture, she conjured an ice knife, its crystalline blade gleaming with lethal frost. She hurled the spell at the advancing ghasts with unerring precision. The ice knife pierced through the closest ghast before detonating in a burst of jagged shards, the explosion tearing through the foul creatures with a chilling howl of elemental fury. She quickly moves around following in the direction Sarah went OOC, Mechanics Action: Cast Ice Knife at Gala - target takes 1d10 piercing damage, then the target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. (DC 13) Bonus Action: nothing Move: follow Sarah, (updated map) Edited April 6 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ice Knife at Ghast 22 1d20+5 17 piercing damage 6 1d10 6 cold damage 11 2d6 6,5 Link to comment Share on other sites More sharing options...
ResidualRose Posted April 6 Clone Share Posted April 6 (edited) Kagami Saya Oni-blooded Ronin AC: 14 (Unarmored, CON) | HP: 25/25 (2d12+6) | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 11, Insight 9 Investigation 10. Darkvision 60ft. StrSave: +6 Athletics: +6 Carrying Capacity: 285 lb. Lift/Push/Drag: 570 lb.: 19[14] (+4) | DexInitiative: +1 Save: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 12 (+1) | ConSave: +5: 17 (+3) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: -1 Animal Handling: -1 Insight: -1 Medicine: -1 Perception: +1 Survival: +1: 8 (-1) | ChaSave: +2 Deception: +2 Intimidation: +4 Performance: +2 Persuasion: +2: 14 (+2) Languages: Common, Infernal, Celestial, Kozakuran Saya fixed her eyes on the spray of fetid blood and rendered flesh of the ghoulish abomination, that Sherrin had left in her wake. The Ronin's nostrils flared and her breath and pulse began to quicken. From deep within her an animalistic, feral, and unbridled bloodlust began to boil...but her prescence of mind and trainined discipline grasped a hold of it and focused it into a source of inhuman strength and resilency, instead of just letting run wild and amok, even as the greyscales of her darkvision began shift into crimson red. Fuelled by this focused bloodlust, Saya sprinted the remaining distance from her landing to the pair of closest undead cannibals, her hands still gripping her sword and scabbard. When she was within striking distance, she lunged forward and drew her blade with lightning quick reflexes in a well practiced motion that sent the blade flying upwards, slashing across the already wounded ghast. OOC Bonus Action: - Begin RAGE! Lasts up to 1 minute, during which Saya gains resistance to all physical (bludgeoning, piercing, slashing) damage, +2 to damage with Strength-based melee weapons, and advantage on Strength Saves and Ability Checks. Movement: - Ran towards the two closest Ghasts (see map) Object Interaction: - "iaijitsu" drew Katana Action: - Recklessly (attack w/Katana(advantageGala the Ghast with two-handed grip. EDIT: Err...let me try that again... Action: Recklessly Attacking with Advantage (2d20+6, take highest), using Katana w/ two-handed grip (versatile: 1d10+4+2), against Gala the Ghast Actions & Resources Actions: Unarmed. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage. Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+4 slashing damage. 2-Handed, Versatile (1-handed 1d8+2 slashing) Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+4 slashing damage. 1-Handed, Light, Finesse Tanto. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage. Light, Finesse, Thrown (20/60ft) Tetsubo. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage. 2-Handed, Heavy Naginata. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d10+4 slashing/piercing damage. 2-Handed, Heavy, Reach Yumi. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one target. Hit: 1d8 + 1 piercing damage. 2-Handed, Ammo (Arrows x20) Thaumaturgy. Cantrip: Produces various minor effects. Bonus Actions: Rage (2/LR). Lasts up to 1 minute, during which Saya gains resistance to all physical (bludgeoning, piercing, slashing) damage, +2 to damage with Strength-based melee weapons, and advantage on Strength Saves and Ability Checks. Reactions: - Class Features: Danger Sense. Saya has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, Saya can't be blinded, deafened, or incapacitated. Reckless Attack. When Saya makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn. Attunement: 1/3 Slots Tekkō of Oni Power. While attuned to these gauntlets, Saya’s strength score is set at 19 instead of 14. (Included in stats). Edited April 6 by ResidualRose (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls (attack w/Katana SyntaxError: Unexpected token ) 1d20+6) (advantage SyntaxError: Unexpected token ) 1d20+6) Attacking with Advantage 23 keep(2d20,highest)+6 11,17 roll 11 1d10+6 5 Link to comment Share on other sites More sharing options...
scootloops Posted April 8 Clone Share Posted April 8 (edited) Gala Dex SaveGeorge Dex Save Tableplop Link No Rest for the Undead GM Ejira blasts Gala with an ice knife, piercing the creatures chest but not slowing it down enough to avoid the icy blast. George however, is just a little too slow and takes the full cold damge, leaving his claws with a frosty covering. Kagami brings the RAGE and slices gala with the full weight of the katana. Gala was no match for the samurai, and the creature falls to the ground in two grotesque halves. Ghast Recalled KnowledgeReligion Result Checks: Highest I see is 21 Revealed that these creatures are a type of ghoul known as Ghasts, they have normal undead resistances/weaknesses (listed below) and there are stories of a horrendous stench that can waylay anyone of a weak constitution. Damage Resistances: Necrotic Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned STENCH: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. OOC: @BigLee @Phntm888 @Coruja you're up! Since I didn't hear from BigLee I'm going to roll an attack for Samus since he had an arrow knocked. Firing at George. Make a new one for round 2! (let me know if the numbers don't add up) Samus AttackPiercing Round 2: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes 19 Gala -14, -4 Marked (from Sarah) ‼️ 15 Samus ‼️ 14 Tevis ‼️ 11 Sarah Hunter's Mark (Gala) 10 Grissom 9 Sherrin Immune: Ghast Stench (24 hrs), on roof (about 20 ft up) 9 George 8 Eira 6 Kagami Edited April 8 by scootloops (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Gala Dex Save 13 1d20+3 10 George Dex Save 12 1d20+3 9 Samus Attack 18 1d20+5 13 Piercing 5 1d6+3 2 Link to comment Share on other sites More sharing options...
scootloops Posted April 8 Clone Share Posted April 8 Addendum: George is -11, and -5 Gala is DEAD DEAD DEAD (-14, -4, -6, -11) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted April 8 Clone Share Posted April 8 (edited) Tevis Longfellow - Human Warlock AC: 13 | HP: 15/15 | Saves: Str +0, Dex +2, Con +1, Int +2, Wis +1, Cha +5 | Passive Perception: 9 | Passive Insight: 9 | Init: +2 | Spell Slots: 2/2 Well, at least one of them was down. Of course, there were still...two more? Was that a second one over there. Well, either way, Tevis wasn't particularly interested in getting eaten. Drawing on the power he had been granted by the Being, he wove the magic into a ball of eldritch magic that he hurled at the ghast menacing Saya. Unfortunately, the power was quite uncontrolled, and completely missed the ghast entirely. OOC Movement: No move Action: Eldritch Blast vs George; Force Damage Edited April 8 by Phntm888 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast vs George 6; 8 1d20+5;1d10+3 [1]; [1,5] Link to comment Share on other sites More sharing options...
Coruja Posted April 9 Clone Share Posted April 9 Sarah Heart Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach Inspiration 0d6 | Spells 1 ■□ | Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed. With Gala falling dead, Sarah moved 15 ft north, moved the hunter's mark to George, fired her handcrossbow at it and moved 10 ft east to keep a safe distance from it. "Great work, folks. Two more to go down and we check perimeter." Name xDiceName xDiceResult xDiceString xDiceRolls Attack H.Crossbow 24 1d20+7 17 roll 14 2d6+3 5,6 Link to comment Share on other sites More sharing options...
scootloops Posted April 12 Clone Share Posted April 12 (edited) Tableplop Link No Rest for the Undead GM Tevis can't quite get a bead on George, but Sarah lands a good shot and the crossbow bolt pierces into George's shoulder. Grissom makes a mad dash straight for Kagami and goes to bite into her shoulder, but is met only with the hard steel of her armor. Bite @morgan_ Sherrin is up! Ghast Recalled KnowledgeReligion Result Checks: Highest I see is 21 Revealed that these creatures are a type of ghoul known as Ghasts, they have normal undead resistances/weaknesses (listed below) and there are stories of a horrendous stench that can waylay anyone of a weak constitution. Damage Resistances: Necrotic Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned STENCH: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Round 2: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes 19 Gala -14, -4 Marked (from Sarah) 15 Samus 14 Tevis 11 Sarah Hunter's Mark (Gala) 10 Grissom ‼️ 9 Sherrin Immune: Ghast Stench (24 hrs), on roof (about 20 ft up) 9 George 8 Eira 6 Kagami Edited April 12 by scootloops roll results (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bite 13; 11 1d20+3;2d8+3 [10]; [10,1,7] Link to comment Share on other sites More sharing options...
morgan_ Posted April 12 Clone Share Posted April 12 (edited) Sherrin — Human Rogue 2 AC: HP: SpeedWalking: 40 ft. Climbing: 40 ft.: 15 17/17 40 ft. StrengthStrength Save: +1 Athletics: +3: DexterityDexterity Save: +5 Acrobatics: +5 Sleight of Hand: +7 Stealth: +5: ConstitutionConstitution Save: +2: 12 16 14 (+1) (+3) (+2) IntelligenceIntelligence Save: +1 Investigation: +1: WisdomWisdom Save: +2 Perception: +6: CharismaCharisma Save: +0 Deception: +2: 8 14 10 (-1) (+2) (+0) LanguagesCommon, Gnomish, Thieves' Cant Combat ProficienciesArmor Proficiencies: Light Armor Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Tool ProficienciesForgery Kit, Playing Card Set, Thieves' Tools Sherrin peeks over the edge of the roof to see Says facing down two ghasts alone. 'I've got to go back down and do something to help,' the thinks. She runs down the wall of the barn, her slippers holding her fast to its surface without any extra effort needed. The stench of the ghasts is not so bad when she's expecting it. She notices that the ghastGrissom the Ghast, having focused its attention on the menacing threat that is Saya, has left its right side wide open. With a lunge, Sherrin stabs at it with her shortsword, pushing the blade deep inside. Just as quickly as she arrived, she runs back to the roof where it's (probably) safe, absolutely certain in her belief that her allies don't need her to stay on the battlefield any longer than necessary. OOC Action: Shortsword attack on Grissom the Ghast Bonus Action: Dash Movement: 20 ft. down the wall; 15 ft. towards Grissom the Ghast; 35 ft. to return to the roof. Actions Action: Bonus Action: Movement: Item Interaction: Stat Block [b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Sherrin Human (Variant) Rogue 2 CN AC 15 HP 17 Speed 40ft Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0) Attacks Shortsword (Pierce/5 ft.) +5 1d6+3 Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3 Dart (Pierce/20 ft.(60ft.)) +5 1d4+3 Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Inventory Gp: 14 Sp: 7 Cp: 9 Equipped: Slippers of Spider Climbing Traveler's Clothes Crowbar Dagger (2) Dart (20) Shortsword Signal Whistle Studded Leather Armor Thieves' Tools Backpack: Acid (1 vial) Ball Bearings (bag of 1000) Bedroll Bell Caltrops (10 bags of 20) Candle (5) Chalk (10 pieces) Grappling Hook Hammer Hooded Lantern Mess Kit Oil (7 flasks) Piton (10) Rations (10 days) Sack Scroll/Map Case Silk Rope (50 ft.) String (10 ft.) Tinderbox Waterskin Mule: Bit and Bridle Feed* (20 days) Pack Saddle Portable Ram Saddlebags: Blanket Common Clothes (dark with hood) Forgery Kit Hempen Rope (50 ft.) Manacles Perfume (1 vial) Playing Card Set Soap Shovel Whetstone Edited April 12 by morgan_ (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shortsword attack vs. Grissom 20 1d20+5 15 Shortsword damage vs. Grissom; sneak attack vs. Grissom 11 2d6+3 6,2 Link to comment Share on other sites More sharing options...
scootloops Posted April 17 Clone Share Posted April 17 (edited) Tableplop Link No Rest for the Undead GM Being the semi-mindless creature it is, George is focused wholly on the demonic looking samurai in front of it, and swings with it's claws, not able to do any damage however. @ResidualRose 2 DC 10 Con Save against the Ghast Stench! You only need one success to mitigate, but two failures means your poisoned! Everyone (except Sherrin) is up Claws, Slashing Ghast Recalled KnowledgeReligion Result Checks: Highest I see is 21 Revealed that these creatures are a type of ghoul known as Ghasts, they have normal undead resistances/weaknesses (listed below) and there are stories of a horrendous stench that can waylay anyone of a weak constitution. Damage Resistances: Necrotic Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned STENCH: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Round 2/3: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes 19 Gala -14, -4, -6, 11 Marked (from Sarah) 15 Samus ‼️ 14 Tevis ‼️ 11 Sarah Hunter's Mark (Grissom) 10 Grissom -11 Marked 9 Sherrin Immune: Ghast Stench (24 hrs), on roof (about 20 ft up) 9 George -14, -5 ‼️ 8 Eira ‼️ 6 Kagami Edited April 17 by scootloops roll results (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Claws, Slashing 9; 9 1d20+5;2d6+3 [4]; [4,4,2] Link to comment Share on other sites More sharing options...
Coruja Posted April 17 Clone Share Posted April 17 (edited) Sarah Heart Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 36 (30/120 ft.), light, loading Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach Inspiration 0d6 | Spells 1 ■□ | Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed. Sarah had moved the mark to George, not Grissom. And now that her foe was still alive, she would fire two bolts at it, moving closer firing, and backing away again. She was sure her shots would kill the beast, so she warned the others. "Focus your attacks on the other foe." Edited April 17 by Coruja (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Crossbow 1 15 1d20+7 8 Damage Crossbow 1 12 2d6+3 3,6 Attack Crossbow 2 21 1d20+7 14 Damage Crossbow 2 7 2d6+3 1,3 Link to comment Share on other sites More sharing options...
Phntm888 Posted April 17 Clone Share Posted April 17 Tevis Longfellow - Human Warlock AC: 13 | HP: 15/15 | Saves: Str +0, Dex +2, Con +1, Int +2, Wis +1, Cha +5 | Passive Perception: 9 | Passive Insight: 9 | Init: +2 | Spell Slots: 2/2 Well, that was embarrassing. Tevis had just hurled completely uncontrolled magic in a vague, general direction. Honestly, he was fortunate he hadn't blown Saya's head off. Refocusing himself, he turned his attention to the other and fired off another blast at him. OOC Movement: No move Action: Eldritch Blast vs George Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast 13; 13 1d20+5;1d10+3 [8]; [8,10] Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 17 Clone Share Posted April 17 (edited) Eira Fjelldis Human Druid 2 Hp: 17/17 | Ac: 15 | Init: +2 | Perception: 15 | Insight: 15 | Investigation: 11 STRSave: -1 Athletics: -1 8, DEXSave: +2 Acrobatics +2 Slight of Hand +2 Stealth +2 14, CONSave: +2 14, INTSave: +3 Arcane +1 History +1 Investigation +1 Nature +1 Religion +1 12, WISSave: +5 Animal Handling +5 Insight +5 Perception +5 Medicine +3 Survival +5 16, CHASave: +0 Deception +0 Intimidation +0 Performance +0 Persuasion +0 10 "Sound advice from Sarah, in hunting it was always better to kill the creatures quickly, less likely for your hunters to get damaged this way." Eira heard the words of her ancestors and mentors echo in her mind and the magic of a touch that affected those unliving came to her mind and flowed out of her body. A spectral hand of "Yurin, the deathless" one of Eira's ancestors reached out at the creature Sarah had dictated they concentrate on. OOC, Mechanics Action: Cast Chill touch (13 to hit, 2 necrotic damage, and disadvantage on attack rolls against me until the end of my next turn) Bonus Action: nothing Move: not moving Edited April 17 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Chill Touch (attack; Necrotic Damage) 13; 2 1d20+3; 1d8 [10]; [10,2] Link to comment Share on other sites More sharing options...
ResidualRose Posted April 21 Clone Share Posted April 21 (edited) Kagami Saya Oni-blooded Ronin AC: 14 (Unarmored, CON) | HP: 25/25 (2d12+6) | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 11, Insight 9 Investigation 10. Darkvision 60ft. StrSave: +6 Athletics: +6 Carrying Capacity: 285 lb. Lift/Push/Drag: 570 lb.: 19[14] (+4) | DexInitiative: +1 Save: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 12 (+1) | ConSave: +5: 17 (+3) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: -1 Animal Handling: -1 Insight: -1 Medicine: -1 Perception: +1 Survival: +1: 8 (-1) | ChaSave: +2 Deception: +2 Intimidation: +4 Performance: +2 Persuasion: +2: 14 (+2) Languages: Common, Infernal, Celestial, Kozakuran Saya could taste the sickening foul ichor that hung in the air from the spray of gore that followed her strike. She flipped the edge of her blade towards her next target, even as the first ghoulish foe hit the ground, and swung again with a sharp and powerful exhale of breath in a screaming war cry…heedless of the projectiles that flew around in the air around her from her comrades or the gnashing claws and jagged fangs of the ghast who were now stuck in the melee with her. “KIIIIIIAAAAAAAAAAH!” Her voice was a demonic growl combined with a penetrating hiss and the belligerent war cry of a veteran soldier. OOC CON Saves: - CON Save 1CON Saves 2 Status Effects: - RAGE! 9/10 rounds left, during which Saya gains resistance to all physical (bludgeoning, piercing, slashing) damage, +2 to damage with Strength-based melee weapons, and advantage on Strength Saves and Ability Checks. - Reckless Attack: Advantage on Attack Rolls, Opponents have Advantage on Attacks against Kagami Saya. - Poisoned! Bonus Action: - Movement: - Object Interaction: - Action: Recklessly Attacking with to cancel out the Disadvantage from Poison (2d20+6, take highest), using Katana w/ two-handed grip (versatile: 1d10+4+2), against Grissom the Ghast Actions & Resources Actions: Unarmed. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage. Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+4 slashing damage. 2-Handed, Versatile (1-handed 1d8+2 slashing) Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+4 slashing damage. 1-Handed, Light, Finesse Tanto. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage. Light, Finesse, Thrown (20/60ft) Tetsubo. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage. 2-Handed, Heavy Naginata. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d10+4 slashing/piercing damage. 2-Handed, Heavy, Reach Yumi. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one target. Hit: 1d8 + 1 piercing damage. 2-Handed, Ammo (Arrows x20) Thaumaturgy. Cantrip: Produces various minor effects. Bonus Actions: Rage (2/LR). Lasts up to 1 minute, during which Saya gains resistance to all physical (bludgeoning, piercing, slashing) damage, +2 to damage with Strength-based melee weapons, and advantage on Strength Saves and Ability Checks. Reactions: - Class Features: Danger Sense. Saya has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, Saya can't be blinded, deafened, or incapacitated. Reckless Attack. When Saya makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn. Attunement: 1/3 Slots Tekkō of Oni Power. While attuned to these gauntlets, Saya’s strength score is set at 19 instead of 14. (Included in stats). Edited April 21 by ResidualRose (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CON Save 1 7 1d20+5 2 CON Saves 2 9 1d20+5 4 Attack! 9 1d20+6 3 Link to comment Share on other sites More sharing options...
scootloops Posted April 22 Clone Share Posted April 22 (edited) Tableplop Link No Rest for the Undead GM Eira and Sarah combo George into a late grave, while Tevis blasts Grissom with eldritch energy, burning off a chunk of it's rotting flesh, though he still stands. Kagami succumbs to the foul stench, and it causes her to miss her attack because she is coughing harshly. Grissom continues it's onslaught against Kagami, raking its claws against her and doing 9 slashing damage (halved to 4) Claws @morgan_ Sherrin is up! Ghast Recalled KnowledgeReligion Result Checks: Highest I see is 21 Revealed that these creatures are a type of ghoul known as Ghasts, they have normal undead resistances/weaknesses (listed below) and there are stories of a horrendous stench that can waylay anyone of a weak constitution. Damage Resistances: Necrotic Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned STENCH: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Round 2/3: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes 19 Gala -14, -4, -6, 11 DEAD 15 Samus 14 Tevis 11 Sarah 10 Grissom -11, -13 ‼️ 9 Sherrin Immune: Ghast Stench (24 hrs), on roof (about 20 ft up) 9 George -14, -5, -2, -12, -7 DEAD 8 Eira 6 Kagami Poisoned! Edited April 22 by scootloops (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Claws 23; 9 1d20+5; 2d6+3 [18]; [18,1,5] Link to comment Share on other sites More sharing options...
morgan_ Posted April 23 Clone Share Posted April 23 (edited) Sherrin — Human Rogue 2 AC: HP: SpeedWalking: 40 ft. Climbing: 40 ft.: 15 17/17 40 ft. StrengthStrength Save: +1 Athletics: +3: DexterityDexterity Save: +5 Acrobatics: +5 Sleight of Hand: +7 Stealth: +5: ConstitutionConstitution Save: +2: 12 16 14 (+1) (+3) (+2) IntelligenceIntelligence Save: +1 Investigation: +1: WisdomWisdom Save: +2 Perception: +6: CharismaCharisma Save: +0 Deception: +2: 8 14 10 (-1) (+2) (+0) LanguagesCommon, Gnomish, Thieves' Cant Combat ProficienciesArmor Proficiencies: Light Armor Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Tool ProficienciesForgery Kit, Playing Card Set, Thieves' Tools Sherrin peeks over the edge of the roof again. 'Only one left' she thinks. She once again runs down the wall of the barn, and stabs at it with her shortsword. Without waiting to see if she truly made purchase, she runs back up to the safety of the barn roof. OOC Action: Shortsword attack on Grissom the Ghast (12 piercing damage if an 11 somehow hit) Bonus Action: Dash Movement: 20 ft. down the wall; 15 ft. towards Grissom the Ghast; 35 ft. back up to the roof of the barn Actions Action: Bonus Action: Movement: Item Interaction: Stat Block [b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Sherrin Human (Variant) Rogue 2 CN AC 15 HP 17 Speed 40ft Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0) Attacks Shortsword (Pierce/5 ft.) +5 1d6+3 Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3 Dart (Pierce/20 ft.(60ft.)) +5 1d4+3 Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Inventory Gp: 14 Sp: 7 Cp: 9 Equipped: Slippers of Spider Climbing Traveler's Clothes Crowbar Dagger (2) Dart (20) Shortsword Signal Whistle Studded Leather Armor Thieves' Tools Backpack: Acid (1 vial) Ball Bearings (bag of 1000) Bedroll Bell Caltrops (10 bags of 20) Candle (5) Chalk (10 pieces) Grappling Hook Hammer Hooded Lantern Mess Kit Oil (7 flasks) Piton (10) Rations (10 days) Sack Scroll/Map Case Silk Rope (50 ft.) String (10 ft.) Tinderbox Waterskin Mule: Bit and Bridle Feed* (20 days) Pack Saddle Portable Ram Saddlebags: Blanket Common Clothes (dark with hood) Forgery Kit Hempen Rope (50 ft.) Manacles Perfume (1 vial) Playing Card Set Soap Shovel Whetstone Edited April 23 by morgan_ (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shortsword attack vs. Grissom 11 1d20+5 6 Shortsword damage vs. Grissom; sneak attack vs. Grissom 12 2d6+3 3,6 Link to comment Share on other sites More sharing options...
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