codexgigas Posted April 10 Clone Share Posted April 10 (edited) Arlo Thistleknott Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant Arlo grabs his belongings, tying his spell component pouch to his belt. He holds his familiar hoopak in both hands. "That's much better. I hardly felt like myself without my pouches," he says. "I was beginning to get concerned that I had become someone else, and I wasn't sure if I would like that." He rushes out of the store room and pokes the big dragon-man with the pointy end of his hoopak. As he stabs, electricity crackles around the weapon. As the weapon pierces the dragon-man's scales, a shroud of electrical energy surrounds him, threatening to do more damage if the creature moves. He quickly dodges out of the way, taunting his larger foe as he retreats, "Missed me! You look big and strong, but thankfully you're much to slow to catch a Kender! You'll never catch me!" OOC Action: Cast booming blade on Sivak. Move: W19 to X23 then X23 to U24. (Arlo doesn't provoke AoO from the Sivak Draconian due to the Mobile feat.) Bonus Action: TauntAs a bonus action you can unleash a string of provoking words at a creature within 60 ft. of you that can hear and understand you. The target must succeed on a WIS saving throw (DC 13) or it has disadvantage on attack rolls against targets other than you until the start of your next turn. Sivak. Taunt: 1/3 Spell Slots: 3/3 1st Level Edited April 10 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Booming Blade (AR, Damage, Thunder Damage) 21; 5; 1 1d20+7; 1d6+4; 1d8 [14]; [14,1]; [14,1,1] Sneak Attack Damage 12 3d8 3,6,3 Booming Blade Secondary Thunder Damage 4 2d8 3,1 Sivak Wisdom Save 8 1d20+2 6 Link to comment Share on other sites More sharing options...
RagallachMC Posted April 10 Clone Share Posted April 10 (edited) Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 (1d8+2+1+8+8+8+8) | Speed: 30 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . . Vigdan quickly belts all his gear on and dashes from the room. His eyes widen at the sight of the silver Draconian. 'Time for some paybacks, you bastard.' Using the chaos of the fight as a distraction, he nocks an arrow to his bow, and fires at the Draconian. The arrow shatters against the armored side of the creature and fails to damage it. OOC Action: Sneak Attack on Draconian. Sharpshooter Feat ignores 1/2 & 3/4 cover. Bonus Action: Hide Movement: W20->V25 Reaction: Use Skirmisher to move 10' away if anybody gets within melee range. Arrows: 19/20 Edited April 10 by RagallachMC (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shortbow Attack; Damage 14; 9 1d20+8;1d6+5 [6]; [6,4] Link to comment Share on other sites More sharing options...
Peacemonger Posted April 10 Clone Share Posted April 10 (edited) Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 80/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 1/3 | Magic Awareness: 2/2 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile 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 SenseAt 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 AttackStarting 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. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . Modri grins wide and wild at the soldier's quesiton. "Name's Modri! Aharharhar!" The stealth is over, at least in Modri's mind, and it's time to start the fight in earnest. The air seems to get colder for just a brief moment, and though the foes in front of him resist the power, the already wounded soldier feels his lifeforce being stripped away, giving Modri even more vigor than before. Still grinning, he takes two swing at the giant Draconian, each hit leaving a mark. OOC Movement: Staying put Bonus Action: Rage, 1 time necrotic blast, only DAS 4 failed, gets temporary hit points Action: Attack Sivak Reaction: 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. in effect Edited April 10 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Wild Surge 1 1d8 1 DAS 4 Con Save (DC 15) 3 1d20+1 2 Necrotic Damage DAS 4 10 1d12 10 DAS 6 Con Save 15 1d20+1 14 DAS 7 Con Save 15 1d20+1 14 Sivak Con Save 19 1d20+4 15 Attack 1 (Reckless) Against Sivak 22 drop(2d20,lowest)+6 16,12 Damage 6 1d8+5 1 Attack 2 (Reckless) Against Sivak 23 drop(2d20,lowest)+6 1,17 Damage 6 1d8+5 1 Temporary Hit Points 5 1d12 5 Link to comment Share on other sites More sharing options...
PureChance Posted April 10 Clone Share Posted April 10 (edited) Artanis Brightblade Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 4/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis isn't sure what to think about the huge silver Draconian appearing - on the one hand it was reassuring there were no traitors in Kalaman, on the other the monster was rather intimidating. He was sure Modri wouldn't be afraid; he couldn't help but feel a flutter in his own stomach. Seeing the small kender nip forward and stab it, before thumbing his nose, firms his resolve. If the kender isn't afraid, he won't be either. First though, they need to deal with the guard still shouting. He's about to step forward when he notices the guard turn suddenly pale and weak. He doesn't much fancy walking round the battlefield executing only weakened soldiers, and this chap sure looks like he's on his last legs. Instead, he strides past Hunni and into the silver monster's guard. He casts a quick eye over it, looking for weak spots, then thrusts forward with his longsword towards the wing joint. His first thrust strikes true but draws both blood and attention, allowing the creature to parry his second blow with the vicious serrated sword. He hopes Merituuli and Coltan between them will be able to deal with the wavering soldier behind him. OOC Action: Precise Strike vs Sivak Draconian, Longsword vs Sivak Draconian ; 12 Slashing Damage total. Bonus Action: — Movement: X25 > X23 Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [9]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. 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. 2/3 (Long Rest) Class Features: Precise StrikeOnce 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.. 2/3 (Long Rest) Leadership Dice (d6). 4/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP). Edited April 10 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword vs SD (Adv. Precise Strike) 21 keep(2d20,highest,1)+6 15,15 Damage (inc. Precise Strike) 12 2d8+6 2,4 Longsword vs SD 9 1d20+6 3 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 11 Clone Share Posted April 11 (edited) Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC: 20 (Splint +Cloak +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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