PureChance Posted April 23 Clone Share Posted April 23 (edited) Artanis Brightblade Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (0 THP) | HD: 5/5 | 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 sheaths his longsword, breathing heavily. He looks down on the broken body of the Red Dragon Captain at the base of the wall. The man had demonstrated none of the qualities of a true knight - no empathy, no leadership, no honour. It was a fitting end. Still, there is no time to rest despite the hard fought battle. If his allies' counts were true many more soldiers lie still within the fort, and they would have to move quickly to maintain the element of surprise. He nods towards Modri and their new companion of circumstance - the lady in white - before leading the way down the stairs. With both keys secured by the freed prisoners, Artanis grunts as he sets his weight against the wheel of the gate, though any sound is disconcertingly suppressed once again by Coltan's divine powers. Despite his growing exhaustion, he musters enough drive to fight alongside the regular troops that Mayor Raven leads to take the fort, doing his best o bolster their resolve against the monsters and stepping in to save more than one that had hesitated in horror. He remembered all to clearly how he felt the first time he saw these draconians. He's thankful that the Mayor is here to oversee the interrogations, and avoid any more unpleasant instances... Whilst the fort is secured and Coltan works on harvesting the dragonelle, Artanis introduces himself to the mage who had - surprisingly given her slight build - sent the Captain tumbling to his death. He makes sure to renew his stash of Red Dragon javelins before leaving, eager to return them to the enemy again, and leaves behind his regulars for the army's benefit. He's thrilled to see Tiergan back as well, the warhorse uninjured but clearly a little upset to be left out of the battle. "Don't worry, I'll make sure you're there for the next mission," Artanis promises him, laughing. "I'll not be trading you in for one of those dragons any time. That creature didn't have half your heart." He's more than happy to be joined on the journey back to Kalaman by the other two prisoners as well; though he's clearly embarrassed by Vigdan recognising them as the 'Heroes of High Hill', he can't help hide a smile as well. Back in Kalaman, word of Lord Barakis leading an assault causes Artanis to raise a mailed palm to his face and groan. For the benefit of Mage Fairla and Arlo, who may not have had the pleasure of meeting the infamous Barakis before, he shares his impression of the man as a blusterous lout full of hot air, and he is in no way surprised by Ser Darrett's concern. "Coltan is right, I'm sure Ser Barrett is doing his best, but we need to get there as soon as possible to minimise his influence. Preferably without meeting him till after, otherwise I'll be in the same position as Ser Darrett. We might have to strike a bit of a balance actually, if we're too successful we'll just embolden Lord Barakis and the Council to launch more operations spearheaded by him - at least till Marshall Vendri returns." OOC Action: — Bonus Action: — Movement: — 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) [0]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. 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. 3/3 (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.. 3/3 (Long Rest) Leadership Dice (d6). 5/5 (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 23 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RagallachMC Posted April 23 Clone Share Posted April 23 (edited) Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | 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 stands in the courtyard of the freed Wheelwatch keep and enjoys a small break from the chaos of the last few days. He had never lost hope that they would get away somehow, but it had been close. He was lucky that he had been captured with Fairla and Arlo...and Lanal. Even Elgo. The annoying kender had probably done more to keep their minds off of their impending death than anyone. The troopers from Vogel had captured the keep and were now going about the task of securing it. Vigdan took time to introduce himself to all of the others that had helped secure the keep. He was not really surprised to find that it was the same group that had organized the resistance in Vogler. He hadn't really gotten a good look at any of them in the chaos of Vogler. He bowed stiffly to the Knight Sir Artanis, shook hands with the dwarf Modri, nodded respectfully to the dwarven priest Coltan (even though his visage would probably haunt his nightmares for years to come), and offered his respects to the Sea elf Merituuli and to the dwarven woman Hunni. He checked to make sure Arlo, Fairla and Elgo were all well. Then the looting began in earnest. When some of the other began to dress the dragonelle for parts, Vigdan jumped in and began to work on the corpse himself. He focused on the teeth once Coltan had said they could be turned into arrows. An then they were on their way back to Kalaman. He was angry to find out that Lord Bakaris had taken the force that was supposed to be protecting Kalaman out of the city. Leave it to Bakaris to try to seize some glory instead of doing his job. This smelled like a classic distraction ploy to him as well. OOC Action: Bonus Action: Movement: Reaction: Arrows: 17/20 OOC: Extracted 20 dragonelle teeth, 32# of dragonelle meat. Edited April 23 by RagallachMC (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Harvest Teeth 10 1d20 10 Harvest Meat 14 1d20+8 6 Link to comment Share on other sites More sharing options...
KingGoblin Posted April 23 Clone Share Posted April 23 Hunni Ravenwing, of clan Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven After the battle, Hunni glares and spits at the giant Coltan image that continues screaming, before turning away to look for more opponents to kill. As none are in the immediate area, she does her best to help the others in working the keys, mostly by staying out of the way and watching. When the soldiers come in, she cheers them on, safely, from the sidelines, and pokes at the dead bodies of the soldiers they killed earlier. Mostly, she doesn't do much. At the sight of the treasure, Hunni seems mostly disinterested, although the new (clean) uniforms do interest her, and she changes out her old, battered armor and shield for some new, shiny Dragon Army equipment. Except for the weapons. She already has weapons, and doesn't need or want anything new in that department. Jezebel might get jealous. Back in Kalaman, as they approach the gates, she seems to remember something. "Oh! Right! The song!" she proclaims, and makes a few gestures with her hands and whip. Music seems to spring from the area around her, and she sings, rather poorly. "♪ ♫ Oh, Bakaris, the legend in his name, His honor shines, his deeds forever sung, His sacrifice, his valor, all the same, A hero’s anthem, from his heart was wrung!♫ ♪" Somehow, she remembers those words; and several more verses, from the bard's performance, which she sings and hums merrily as they move through the town. After their briefing, she comments to Artanis, "You're probably right. Wish we could just leave him to fail on his own, but the cost to let him learn that lesson would be too great. Well, I'll go check in with Wyhan, see if she's got my test all arranged yet, if I don't have anything else to do, I could go with you." OOC Action: Casting Prestidigitation to make the background music. Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. 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Peacemonger Posted April 24 Clone Share Posted April 24 (edited) Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 75/75 (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: 3/3 | 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 . . . As before, the group together makes short work of their officers. Well, them and these newcomers... Modri helps out around as best he can, first with the rest of the fighting, and then with collecting anything, helping Coltan harvest the dragonnel, whatever people need. If their last mission had humbled Modri, shown him his limits, this one helped buoy his confidence, show him just how much he, and the others, can accomplish. He knows they can take on the full army. Maybe, just maybe, they can really carve a big piece out of it though. He's quick to be friendly with Arlo, Fairla, and Vigdan. He happily returns the handshake of the latter. The three can surmise very quickly that the tattooed Dwarf has a deep respect for those with the ability and willingness to fight. - As they return Modri is deeply disappointed by the news, and frustrated. He simmers. "Had errands to run. Will have to wait then." Perhaps for the three new adventurers it doesn't sound out of place, but for those who journeyed with him, this is the first time he'd mentioned anything about doing any sort of errands. "It's about time we settled this Bakaris matter. I respect your position as a knight, Artanis. I'm not, and I swear our spank both those brats like the children they are, until they're to embarrassed to give us any more trouble." It's difficult to tell how literal he's being, but it's clear that though Modri doesn't intend to kill either Bakaris, he fully plans to stop holding back either. OOC Movement: Move around the enemy Captain to X18 Bonus Action: - Action: Attack the Captain, reckless 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 *Modri started with extra temporary hit points. After halving the non-fire damage, he's down to 65. EDIT: With the retcon of how much Modri was hit, he's actually back to 70 Edited April 24 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 24 Clone Share Posted April 24 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, Kenderspeak, and Thieves' Cant In the immediate aftermath of the fight, Arlo looks at the giant, screaming, spectral Coltan. He's never seen anything like this before. He'd heard rumors that the dragon meanies did things when you killed them, but he hadn't expected the things they did to be so amazing. "How do you think the silver dragon thing did that?" he asks Fairla. "Do you think that I could have a Mage of High Sorcery make something like that happen at my funeral? I think my friends and relations would be very impressed by it. I'd pay well. I'd even give them my button collection, and I have at least seventy-two buttons." When Mayor-cum-Lieutenant Raven arrives on the scene, Arlo gives him a surprisingly smart salute. "Arlo Thistleknott, highly irregular member of the Kalaman Militia reporting for duty, sir!" It probably isn't even a lie, Arlo is certain. Although his offer to enlist had been repeatedly refused, now that he'd liberated a fort, Arlo was sure that he had to be a member of the militia. Arlo then wanders off before he can see Raven's reaction to a Kender soldier. Along with Vigdan, he finds a lot of supplies, which makes everyone happy. No one even notices when some of the items make their way into his pouches. When the party heads back toward Kalaman, Arlo spends a great deal of time with Hunni. After all, she's the closest to his size, and she knows how to make magical music. "Will you teach me that song?" he asks her. "It's very catchy!" At some point on the journey, Arlo notice that Hunni has dropped a set of pan pipes. They, too, make it into one of his pouches, because he's certain that she will want them later. When she mentions her test, Arlo's eyes widen. "Do you need help studying? Can you put in a good word for me? Par-Salian said that Kender weren't allowed to take the Test, but maybe you could convince him that I should be an exception? What do you think the Test is like? Do you think you have to write an essay?" The stream of questions continues endlessly. When the others talk about needing to rescue a knight, Arlo figures that he'll just tag along. After all, they're all his new friends, and he's sure that they'll need his help. Most people do. OOC Action: Move: Bonus Action: Taunt: 3/3 Spell Slots: 3/3 1st Level Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 24 Author Clone Share Posted April 24 (edited) Date On This Linaras–Kirinor, the 27th Day of Brookgreen–2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 8th–12th Days of the Campaign★ Solinari: Waning Gibbous Lunitari: Waning Crescent Nuitari: Waxing Crescent Wheelwatch Outpost (Everyone) "Arlo Thistleknott, highly irregular member of the Kalaman Militia reporting for duty, sir!" “Oh! Mr. Thistleknott,” Lt. Raven Vogler OOC: I mistakenly called her Lt. Raven, but Raven is her first name, not her last: Raven uth Vogler, former mayor of the town of Vogler addresses Arlo, “Er . . . um . . .” awkwardly she returns your salute—clearly she’s not been in this military position for long—“I think I remember hearing about a unit sent to retake the fort, earlier but never hearing back from them. Were you part of that unit?” In fact, Arlo, Vigdan, and Fairla were part of the unit, along with Lanal Brint—the only survivors of the unit! Brint can back you up. Your unit was put together much like the current group that liberated the fort—a ‘special forces’ unit that reports directly to Marshal Vendri. Either way, Lt. Vogler is happy to sing your praises in the letter she sent back to Kalaman with your party. “Well, it was nice knowin’ yas!” Elgo says as she hefts her backpack up on her back and then loops her hoopak through some loops. “I’m headed southwest to the Dargaard mountains! I heard there’s some interesting ghoolies and ghosts I can see—maybe pick up a story or two to share with you the next time we meet!” With that, the kender skirmisher is off on her own travels. In addition to the 8th day of the campaign being spent sleeping and healing up after the battle is finally won, it takes you another full three days in Wheelwatch to finish sorting everything, interrogating prisoners, harvesting the dragonelle, and resting up. A smithy in the fort for fixing up weapons and armor can be lit up and let Coltan do what he does best: smith weapons and armor. Combining Reorx’s blessings with his own expertise, he’s able to make that +1 Red Dragonelle Scale Shield+1 Red Dragonelle Scale Shield Armor (shield), rare (requires attunement) Major tier 6 lb. AC +3 While holding this shield, you have a +3 bonus to AC (the shield’s normal bonus to AC + 1). You also have resistance to fire damage. This shield, finely crafted by Coltan, is expertly covered with a layer of red draonelle scales and is carried in one hand. Wielding a +1 shield increases your Armor Class by 3. You can benefit from only one shield at a time., as well as the arrows. The daggers and javelins need little more crafting than wrapping leather around a spot for a hand-grip. Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous You set off bright and early in the morning on the 12th day of the campaign (2nd day of Yurthgreen)—about an hour after sunrise. The walk back to Kalaman is 24 miles—eight hours at a normal pace, getting you back to Kalaman around 3 hours after noon. OOC — Statblocks — Edited April 24 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 24 Clone Share Posted April 24 Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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