KingGoblin Posted March 1 Clone Share Posted March 1 (edited) Elrod Dragonskin AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 9, Insight 11 Investigation 10. StrAthletics +2: 15 (+2) | DexAcrobatics +1 Stealth +1 Sleight of Hand +1: 12 (+1) | ConNo skills. :(: 14 (+2) | IntArcana +0 Nature +0 History +0 Religion +0 Investigation +0: 10 (+0) | WisAnimal Handling -1 Medicine -1 Perception -1 Insight +1 Survival -1(pProficient in Wis saves): 8 (-1/+1) | ChaDeception +5 Performance +3 Intimidation +5 Persuasion +5(pProficient in Cha saves): 16 (+3/+5) Languages: Common, Draconic, Elven. Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5 Current Appearance (Disguise Self): None Second Watch, Combat. Elrod hears the song, but his massively impressive dragon powers allow him to ignore it. OOC Will save with bless Edited March 1 by KingGoblin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Wisdom save 16 1d20+1d4+1 11,4 Link to comment Share on other sites More sharing options...
crimsonjoe Posted March 2 Clone Share Posted March 2 Arden MacDonald Human Bartender (retired)/Monk AC: 15 (Unarmored, WIS) | HP: 19/19 (2d8+4) | HD: 2/2 | Speed: 40 ft. | Initiative: +3 Senses: Passive Perception 12, Insight 14 Investigation 9. Str: 13 (+1) | Dex: 16 (+3) | Con: 14 (+2) | Int: 9 (-1) | Wis: 15 (+2) | Cha: 11 (0) Languages: Common, Arden took a moment to get his bearings. Three harpies. One too far away at the moment. One fighting Loxley and Tablorin, and looking hurt. The third was near Tseren, and user her voice. The melody was beautiful but the creature was ugly, and in the back of his mind Arden despised using such a voice as a trap. Arden ran forward, showing a surprisingly quick gait for a man his age. The creature made the mistake of landing, allowing Arden and Tseren to get close enough. Arden didn't slow a step as he lashed out with his spear and followed it by a pair of kicks towards the sternum of the creature. Actions1) Running 40 feet to Hester 2) Attack with spear 3) Spending one ki point as a bonus action for two unarmed strikes Name xDiceName xDiceResult xDiceString xDiceRolls Attack (Spear) 24 1d20+5 19 Damage (Spear) 7 1d6+3 4 Unarmed Strike #1 (Bonus Action) 21 1d20+5 16 Damage (Unarmed Strike 1)- if hit 6 1d4+3 3 Unarmed Strike #2 (Bonus Action) 24 1d20+5 19 Damage (Unarmed Strike 2) 6 1d4+3 3 Link to comment Share on other sites More sharing options...
scootloops Posted March 4 Author Clone Share Posted March 4 GM BOT Clay Wis Save:Clay Norman Wis Save: Norman @Moturnach @Passione @crimsonjoe does Arden need to make a save? I don't see it in your post. Name xDiceName xDiceResult xDiceString xDiceRolls Clay 9 1d20+3 6 Norman 9 1d20+4 5 Link to comment Share on other sites More sharing options...
scootloops Posted March 4 Author Clone Share Posted March 4 Tableplop Link Attack on Second Watch Helena Helena leaps out from the darkness and begins her own song, making a beeline right for Clay, as she can see the ranger is struggling to keep his mind and wits about him and she intends to steal him from Hilla before he can move towards her. OOC @crimsonjoe does Arden need to make a will save? If you fail, all you do is dash towards Hester, and don't make your attacks. If you succeed, Norman and Clay need to make second saves against Helena's singing. (your attacks break Hester's concentration) Round 1: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes ‼️ 21 Tseren Rage, Blessed, Immune: Luring Song for 24hrs ‼️ 18.2 Loxley -4, Immune: Luring Song for 24hrs ‼️ 18.1 Elrod Blessed, Immune: Luring Song for 24hrs ‼️ 16.3 Norman Dee Blessed, ‼️ 16.2 Wilovar Bless Immune: Luring Song for 24hrs 15 Hilla (Harpy 1) -5, -7, -14 12 Taborlin Thunderous Smite Immune: Luring Song for 24hrs 11 Clay Hunters Mark: Hilla 8 Hester -7, -6, -6 Luring Song 6 Arden Wis save? (Will affect if your attacks hit) 4 Helena Luring Song Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crimsonjoe Posted March 4 Clone Share Posted March 4 Avoiding the songPraying the dice gods aren't after me today... Name xDiceName xDiceResult xDiceString xDiceRolls Wisdom Save (DC 11) 18 1d20+2 16 Link to comment Share on other sites More sharing options...
scootloops Posted March 4 Author Clone Share Posted March 4 Tableplop Link Attack on Second Watch Helena Helena leaps out from the darkness and begins her own song, making a beeline right for Clay, as she can see the ranger is struggling to keep his mind and wits about him and she intends to steal him from Hilla before he can move towards her. GM BOT: (Second Wisdom saves for Clay and Norman) Clay Wis SaveNorman Wis Save OOC @crimsonjoe does Arden need to make a will save? If you fail, all you do is dash towards Hester, and don't make your attacks. If you succeed, Norman and Clay need to make second saves against Helena's singing. (your attacks break Hester's concentration) Round 1: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes ‼️ 21 Tseren Rage, Blessed, Immune: Luring Song for 24hrs ‼️ 18.2 Loxley -4, Immune: Luring Song for 24hrs ‼️ 18.1 Elrod Blessed, Immune: Luring Song for 24hrs ‼️ 16.3 Norman Dee Blessed ‼️ 16.2 Wilovar Bless Immune: Luring Song for 24hrs 15 Hilla (Harpy 1) -5, -7, -14 12 Taborlin Thunderous Smite Immune: Luring Song for 24hrs 11 Clay Hunters Mark: Hilla 8 Hester -7, -6, -6 6 Arden Immune: Luring Song for 24hrs 4 Helena Luring Song Name xDiceName xDiceResult xDiceString xDiceRolls Clay Wis Save 23 1d20+3 20 Norman Wis Save 21 1d20+4 17 Link to comment Share on other sites More sharing options...
scootloops Posted March 4 Author Clone Share Posted March 4 Tableplop Link Attack on Second Watch Helena Helena leaps out from the darkness and begins her own song, making a beeline right for Clay, as she can see the ranger is struggling to keep his mind and wits about him and she intends to steal him from Hilla before he can move towards her. GM BOT: (Second Wisdom saves for Clay and Norman) Clay Wis Save(23)Norman Wis Save(21) OOC Everyone is immune to their singing now. Give em hell! Round 1: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes ‼️ 21 Tseren Rage, Blessed, Immune: Luring Song for 24hrs ‼️ 18.2 Loxley -4, Immune: Luring Song for 24hrs ‼️ 18.1 Elrod Blessed, Immune: Luring Song for 24hrs ‼️ 16.3 Norman Dee Blessed, Immune: Luring Song for 24hrs ‼️ 16.2 Wilovar Bless Immune: Luring Song for 24hrs 15 Hilla (Harpy 1) -5, -7, -14 12 Taborlin Thunderous Smite Immune: Luring Song for 24hrs 11 Clay Hunters Mark: Hilla, Immune: Luring Song for 24hrs 8 Hester -7, -6, -6 6 Arden Immune: Luring Song for 24hrs 4 Helena Luring Song Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Passione Posted March 4 Clone Share Posted March 4 D Medium, Human Fighter AC 14 HP 16/16 HD 1/1d8, 1/1d10 Second Wind 1/1 Inspiration 0/? Attuned 0/3 D shakes off a malaise he didn't realize that has taken hold of him. 'Oh. That's what they were talking about! I thought it was me, speaking in my head.' He finds Tseren's fortitude against the song quite impressive. And in turn, her presence immensely relieving. One of the feathered creatures leads the trios' assault and is met by Loxley and Lin. D goes around the tent to support them from behind, and cozies up with Wilovar by the cart. He lets his bolts loose, hoping they would be as fragile as they look like. "Neat trick you got there. Mind teaching me some time?" he whispers to the merchant while scanning the campgrounds for his next hole to crawl into. Mechanics Main Hand: Hand Crossbow Off Hand: Are Diagonals 5-10-5 ft. or just 5 ft.? Movement: Diagonal Up-Left 1 Left [ 4 or 3 ] Diagonal Down-Left 1 Action: Attack Hand Crossbow to-hit piercing damage against Hilla (+2 AC from half-cover) [ Disadvantage beyond 30 ft. ] Hand Crossbow to-hit Contingent Bonus Action: Crossbow Expert Hand Crossbow to-hit piercing damage against Hilla (+2 AC from half-cover) [ Disadvantage beyond 30 ft. ] Hand Crossbow to-hit Sneak Attack [ Disadvantage, it doesn't happen ] Application Name xDiceName xDiceResult xDiceString xDiceRolls Hand Crossbow 28 1d20+5+1d4 19,4 piercing damage 7 1d6+3 4 Hand Crossbow 24 1d20+5+1d4 17,2 Hand Crossbow 20 1d20+5+1d4 11,4 piercing damage 7 1d6+3 4 Hand Crossbow 22 1d20+5+1d4 13,4 Sneak Attack 5 1d6 5 Link to comment Share on other sites More sharing options...
RedRajah Posted March 4 Clone Share Posted March 4 Still snarling in fury, Tseren stalked over toward the winged bitvhcreature Arden was attacking. Most of the time (like this one, thankfully), he was a strong soul. Able to avoid such magiks of the mind. But to be manipulated without magiks...with just lies and honeyed words and strong spirits... The older woman shook her head, not wanting to remember right now. She hefted her greataxe high overhead, flushed face twisted in murderous intent as she threw herself at the harpy. Maybe she was feeling protective of her spouse -- or maybe she didn't want him to steal the kill. Or both... Actions Moved 20ft (did it on Tableplop) Activating Great Weapons Master: (Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Activating Reckless Attack: (When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.) Statblock [b][url=/sheets/?id=2875046]Tseren[/url][/b] [i]Human (variant Tuigan) Barbarian 2 N[/i] [b]AC[/b] 15 [b]HP[/b] 23 [b]Speed[/b] 30ft [b]Str[/b] 16 (3) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Greataxe[/b] +5 1d12+3s [b]Handaxe[/b] +5 1d6+3s [b]Javelin[/b] +5 1d6+3p [b][/b] [b][/b] Great Weapon Master Source: Player's Handbook You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Class Features As a barbarian, you gain the following class features. Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer's pack and four javelins Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Tseren Human (variant Tuigan) Barbarian 2 N AC 15 HP 23 Speed 30ft Str 16 (3) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 8 (-1) Cha 10 (0) Attacks Greataxe +5 1d12+3s Handaxe +5 1d6+3s Javelin +5 1d6+3p Great Weapon Master Source: Player's Handbook You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Class Features As a barbarian, you gain the following class features. Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer's pack and four javelins Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Name xDiceName xDiceResult xDiceString xDiceRolls Attack w/Advantage (+5 prof, -5 GWM) 10 1d20 10 Attack w/Advantage (+5 prof, -5 GWM) 2 6 1d20 6 Spending Bless buff on the 1st roll 2 1d4 2 Dmg (if hit) Slashing (+10 GWM added) 23 1d12+13 10 Link to comment Share on other sites More sharing options...
scootloops Posted March 4 Author Clone Share Posted March 4 Tableplop Link Attack on Second Watch Narrator/Taborlin Norman, in a show of incredible alacrity and skill, appears right next to Wilovar and quickly fires successive crossbow bolts right at Hilla. The first one pierces the creatures leg, and the second one her blackened heart. Hilla falls to the ground in a heap of greasy feathers and blood spatter. Tseren falters in her rage for a split second and a maddening anxiety that her swing will miss begins to take hold. Then she feels a soft hand guide her blade just enough to the left as she beings it down on the creature and she slices the harpies torso in half from the neck to its hip. The creature doesn't even have time to scream in pain as it falls to the ground in two pieces. "That's the shite right there, recruits! Beautiful teamwork!" Taborlin shouts as she sees the two harpies collapse. The crackling thunder of her spear emphasizing her booming voice. OOC Everyone is immune to their singing now. Give em hell! Round 1: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes 21 Tseren Rage, Blessed, Immune: Luring Song for 24hrs ‼️ 18.2 Loxley -4, Immune: Luring Song for 24hrs ‼️ 18.1 Elrod Blessed, Immune: Luring Song for 24hrs 16.3 Norman Dee Blessed, Immune: Luring Song for 24hrs ‼️ 16.2 Wilovar Bless Immune: Luring Song for 24hrs 15 Hilla (Harpy 1) -5, -7, -14, -7, -7, -5 DEAD 12 Taborlin Thunderous Smite Immune: Luring Song for 24hrs 11 Clay Immune: Luring Song for 24hrs 8 Hester -7, -6, -6, -23 DEAD 6 Arden Immune: Luring Song for 24hrs 4 Helena Luring Song Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 4 Clone Share Posted March 4 (edited) Wilovar Haften Half Elf Merchant, Waukeener AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft. StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +4 Stealth: +4: 14 (+2) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +5 Animal Handling: +3 Insight: +5 Medicine: +3 Perception: +5 Survival: +3: 16 (+3) | ChaSave: +5 Deception: +5 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Elven, Dwarven, Halfling Spell Slots: L1 2/3 | Norman appears next to him, loosing a volley of crossbow bolts and questions. "Which one?" Wilovar replies quickly. "Actually, doesn't matter, not sure I really know how any of them work!" He risks another glance over the wagon, to see Tseren and Arden's target brutally bisected, and the foremost Harpy sprouting quarrels. "Huh," he mutters, thinking about how he'd normally be stuck running away right now. This protection gig was working out nicely. He eyes the last enemy and speaks a divine word, gesturing as he does so. Almost instantly a pillar of divine flame falls from the sky toward the bird woman, though Wilovar ducks for cover again before he can see the outcome. It evaporates as quickly as it forms. OOC Action: Sacred Flame vs Helena (DC13 Dex Save) Bonus Action: - Movement: - Reaction: - Object Interaction: - Concentration: Bless Actions & Resources Actions: Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage. Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage. Bonus Actions: - Reactions: - Class Features: Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. Channel Divinity (0/1) Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Invoke Duplicity As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. Edited March 4 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sacred Flame (Radiant) Damage 6 1d8 6 Helena Dex Save 1 success(1d20+1,13,above,no,no) 12 Link to comment Share on other sites More sharing options...
OneMoreGamer Posted March 4 Clone Share Posted March 4 (edited) Loxley Half Elf Bard AC: 14 (Studded Leather ) | HP: 13/13 | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 11, Perception 14, Darkvision 60ft. Str: 9 (-1) | Dex: 14 (+2) | Con: 10 (+0) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 17 (+3) Languages: Common, Elven, Dwarven, Halfling Spell Slots: L1 3/3 | L2 0/0 Loxley watched in eager fascination as his companions began to fell their attackers. First with a volley of crossbows as if a secret army had suddenly joined them and next with a large axe wielded so fiercely that Loxley almost flinched from the blow. Almost. There was only one creature left and Wilovar had called down fire from the heavens against it. But it appeared more was required to bring the monstrosity down. Wounded as he was, it was perhaps not the time for tactical experiments. Loxley should continue to fire his own crossbow at the filthy woman-thing and simply add to the damage it endured. But Loxley did not want to waste the chance to try some of his magic. He had a fearsome spell that would produce great agony in the creature, but may cause it to retreat. Instead, Loxley decided for a lesser spell that could disorient the creature should it try to attack again rather than flee. Loxley opened his mouth and began to curse the creature. “You filthy sewer rat. You piece of utterly disgusting refuse. Do you bath in night soils? What a stench you produce. Your song could be most alluring if not for the god-awful reeking that comes from your body. Even the vultures will turn their nose up at your stinking carcass.” (Casting Vicious Mocking) (Psychic damage) Edited March 4 by OneMoreGamer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls (Psychic damage) 2 (1d4) 2 (Casting Vicious Mocking) 17 (1d20+5) 12 Helena Wisdom save 1 success(1d20,13,above,no,no) 13 Link to comment Share on other sites More sharing options...
scootloops Posted March 4 Author Clone Share Posted March 4 (edited) Tableplop Link Attack on Second Watch Helena Helena barely manages to dodge some of the damage from Wilovars Sacred Flame, a rather disappointing predicament. Loxley pulls some rather choice verses from his repertoire, attempting to attack the remaining harpy's ego, it only seems to annoy the creature and pull her attention towards Loxley @OneMoreGamer Vicious Mockery is a save or suck spell, so you don't need a spell attack, just a save from the target, which she made :/ For the record, using the dice wizard returns a "0" or "1" when calculating a DC based roll, so those one's showing up are successes. I wish it would use "Success" or "Fail", but hey, still better than doing them the old way on here. Edited March 4 by scootloops (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
scootloops Posted March 4 Author Clone Share Posted March 4 Tableplop Link Attack on Second Watch Round 1: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes 21 Tseren Rage, Blessed, Immune: Luring Song for 24hrs 18.2 Loxley -4, Immune: Luring Song for 24hrs ‼️ 18.1 Elrod Blessed, Immune: Luring Song for 24hrs 16.3 Norman Dee Blessed, Immune: Luring Song for 24hrs 16.2 Wilovar Bless Immune: Luring Song for 24hrs 15 Hilla (Harpy 1) -5, -7, -14, -7, -7, -5 DEAD ‼️ 12 Taborlin Thunderous Smite Immune: Luring Song for 24hrs ‼️ 11 Clay Immune: Luring Song for 24hrs 8 Hester -7, -6, -6, -23 DEAD ‼️ 6 Arden Immune: Luring Song for 24hrs 4 Helena Luring Song Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KingGoblin Posted March 5 Clone Share Posted March 5 Elrod Dragonskin AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 9, Insight 11 Investigation 10. StrAthletics +2: 15 (+2) | DexAcrobatics +1 Stealth +1 Sleight of Hand +1: 12 (+1) | ConNo skills. :(: 14 (+2) | IntArcana +0 Nature +0 History +0 Religion +0 Investigation +0: 10 (+0) | WisAnimal Handling -1 Medicine -1 Perception -1 Insight +1 Survival -1(pProficient in Wis saves): 8 (-1/+1) | ChaDeception +5 Performance +3 Intimidation +5 Persuasion +5(pProficient in Cha saves): 16 (+3/+5) Languages: Common, Draconic, Elven. Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5 Current Appearance (Disguise Self): None Second Watch, Combat. Never one to give up on a working strategy, Elrod casts Eldritch Bolt again. This time on the only one left standing, of course. He swings a claw at it, and hisses as a bolt of magical energy flies from his fist. OOC Casting Eldritch Blast at Helena. Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast, Bless 11 1d20+1d4+5 4,2 Eldritch Blast Damage (Force) 9 1d10+3 6 Link to comment Share on other sites More sharing options...
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