DarkAngel Posted February 28 Clone Share Posted February 28 (edited) Escape from Waterdeep harbour CHAPTER TWO Sloop aka 'Sweet Pea' ... sea ship ... single mast Caravelle The dark mist of the stormy night over Waterdeep harbour shrouded the wind blown choppy waves and intense pockets of rain, lightning and thunder booming every now and then. The storm surge brought seaweed from far out to sea back onto the coast, and even into the sea harbour of Waterdeep floating around in small mounds extending around the bay. A longboat with an oarsman rowing out into the harbour pulls gracefully through the tide in the storm, long swift strokes carry swimmers dragged behind and one who swim's to guide the boat ahead. For in the gloom all eyes look ahead of the boat searching for the lantern in the darkness illuminating the 'Sloop' and their next destination. It is a ghost light which peers through the gloom of the night storm... like a beacon it guides the crew towards a single sail Caravelle, as it comes into view in the storm. The 'Sloop' has a special role in a larger fleet of ships, as a messenger ship... a diplomatic ship. Flying proudly in the wind at the top of the mast is a black and silver Lords of Waterdeep diplomatic flag. Two rough looking 'sailors' appear on deck as the longboat Grusk has been pulling comes into view. They recognise the longboat, and the tarp... and then they spot the Bosun swimming under the ship. But they don't recognise many of the other crew onboard the longboat... they relax when ms.Blueblood appears in the water near the Ship. ... Edited March 16 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted February 29 Author Clone Share Posted February 29 (edited) Golem Fred notorious pirate, beserker, big fred, bosun's mate, grappler, brawler Adult human male var. 6'2" CN Fighter, Rune Knight 7 ...prof +3 Gear... Golem leather armor, hand axe, hammer, harpoon, dagger, battle harness, boots w/fins The first sailor appearing from the gloom looks like something out of a horror show, the ghost light reveals a pale gray skinned hairless human covered in rain over his old hide stitched leather outfit which seems to match his own scars from many old battles carved into his flesh. He wears the battle harness of a battle hardened marine with loops at his waist and leggings which carry the various tools of his trade... a war hammer and a hand axe. Looking into the longboat as it draws near, the veteran marine waves a greeting to Grusk, acknowledging the muscled half orc oarsman rowing the longboat by himself .. Swifty Drow Ranger, Wanderer, Swordsman, duelist, poisoner dark elf adult male, CN Ranger, fey wanderer 7 ... spell slots, 4,3 ... CHA, WIS cast +6 save DC 14 Gear... Elven cloak, elven chain, Rapier, weapons belt, hand crossbow, elven boots, poison vial, darts, bolts Behind the veteran musclebound human marine, standing back in the darkness of shadows a 6'3" tall elf looking pirate, duelist wears foreign ancient elven attire. His heavy cloaked form reveals a rapier casually sheathed at his hip with a gloved hand resting upon the hilt. Glowing red eyes shone back from the darkness beneath the quip of bleached white hair... He spots several elves and a half orc onboard, and looks none too pleased... .. Edited February 29 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted February 29 Author Clone Share Posted February 29 (edited) ms.'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter... Young adult 5'11 female human variant fighter, CN eldritch knight 6 ..action surge.. (1).base move..40' init +5 ..mage armor.. (AC 18 .. 21, HP 51) second wind..(1) heal 1d10+6 condition.. normal, mobileMobile You are exceptionally speedy and agile. You gain the following benefits: 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., Defensive DuelistDefensive Duelist Source: Player's Handbook Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.. human traits... AthleteAthlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet., Stealth +8 ...prev.. Pirate ..skills.. Athletics +7, Perception +5, Acrobatics +8, Insight +5. stats.. STR 18, DEX 20, CON 14, INT 15, WIS 14, CHA 9 ..saves.. STR +7, CON +5 ..spells.. INT ..prof.. +3 heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..rapier) ..cantrips.. blade ward, shocking grasp (kiss) spell... Casting +5, Save DC 13 ..known.. mage armor, shield, protection from good / evil, Witchbolt ..slots (3) ms.Blueblood climbed the Sloop pulling herself from the water, and gesturing for Red Knell to accompany her onboard. "Fred and Swifty... meet the new crew... we had some trouble with Captain Q and the portside watch... we'll be taking the evening tide out of the harbour as soon as four more of the new crew returns from the sea." Clambering onboard ms. Blueblood introduces Red Knell first, a pirate of notoriety always gets introduced first by her reckoning. "This is Red Knell... nearly didn't make it, but here she is... she's with me tonight, wounded but we'll keep her." Ms. Blueblood took Red Knell to the other side of the Sloop as the Bosun was climbing onto the deck... there were questions that Fred and Swifty needed answering. Fred the Bosun's mate needed to debrief about his brother Ned... below decks... so the Bosun took him below leaving 'Swifty' to deal with the new crew... gear - swimming costume, leather bracers, weapons belt, dagger, watertight mapcase, pouch, leather soft shoes. DM @Alterangel @Wizard of the Coat @Draidden @omegoku @Bearlord you guys are up next... Edited February 29 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted February 29 Clone Share Posted February 29 Eireann III - High Elf Rogue 6 HP: 45/45 | AC: 17 | Speed: 30ft | HD: 6d8/6d8 Perception: +6 | Saving Throws: Str +0 Dex +8 Con +2 Int +3 Wis +1 Cha +3 | Initiative: +8 StatisticsStr +1 Dex +5 Con +2 Int +1 Wis +0 Cha +3 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +10 Damage: 1d8+7 • Piercing, Finesse -Dagger +8 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +8 Damage: 1d6+7 • Piercing, Ammuntion, Two Handed, Range 80/320ft Cantrip: Booming Blade (1d8 damage + 2d8 bonus) | EquipmentMagic: -Cape of Montebank -Rapier +2 -Cap of Waterbreathing -Bracers of Archery -Potion of Greater Healing Worn: -Fine Clothes -Studded Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) Coins: 20gp | SkillsAcrobatics: +11** Arcana: +1 Athletics: +7** Animal Handling: +1 Deception: +0 History: +4* Intimidate: +3 Insight: +0 Investigate: +1 Medicine: +1 Nature: +1 Perception: +6** Performance: +3 Persuasion: +6* Religion: +1 Stealth: +11** Sleight of Hand: +8 Survival: +0 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Expertise (Acrobatics, Athletics, Perception, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (3d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Tavern Brawler Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. 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. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Eireann was wet through. What a night! And now they would likely have to bring this ship about and set sail, at least for a few hours, before they could rest. Lucky elves did not need sleep the way the other folk did. He was eager to get aboard the ship, he felt exposed on the little boat. He tossed another bucketful of water out over the edge and called up to the drow. "Ahoy there, Mr. Swifty. We have some gear and crew to come aboard, can you tell us where you want these provisions stored?" The elf stood and picked up a box he could hold one handed. He was clever enough to pick up something not too heavy. The swaying of the little boat seemed not to affect his balance in the slightest and he took hold of a rope and made ready to come aboard. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted February 29 Clone Share Posted February 29 Grusk Hammerfist Grusk Hammerfist Smuggler Young adult 6'1" male half-orc, Paladin of Conquest 5 CN Stats Init +2, +1 mithril breastplate (AC 17, HP 59/59) conditions normal, base move..30', swim and climb 30' Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5 stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14 saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3 spell... Casting +5, Save DC 13 prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2) Perishables Potion of Greater Healing, 40 Arrows Half-Orc Traits: DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., MenacingYou gain proficiency in the Intimidation skill., Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest., Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Paladin Traits: Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses., Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs., Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8., Fighting StyleUnarmed Fighting TCE p42 Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you., SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells., Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease., Sacred OathWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity PHB p82 Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power TCE p52 3rd-level paladin optional feature You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. Oath of Conquest XGE p37 The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. Tenets of Conquest XGE p37 A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. Oath Spells XGE p37 You gain oath spells at the paladin levels listed. Oath of Conquest Spells Paladin Level Spells 3rd armor of Agathys, command 5th hold person, spiritual weapon 9th bestow curse, fear 13th dominate beast, stoneskin 17th cloudkill, dominate person Channel Divinity XGE p37 When you take this oath at 3rd level, you gain the following two Channel Divinity options. Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses., Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn., Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect. Gursk brings the oars in as they pull up along side the small ship. He grabs hold of the rope ladder hanging down the side and steadies the little boat as best he can. He tosses the loose end of the rope tied to the front of the row boat up onto deck. He figure they will be towing this boat when they set sail, figuring that it is too big to pull up on deck and hoping they will be transferring to a larger ship. You guys climb up and I will pass the gear up. Even as he is saying it Eirann goes shooting up the rope onto the deck. He gives a nod to Swifty as he is introduced. OoC...Actions ooc: Actions Attack - Move - Bonus - Reaction - Immediate - Combat options Paladin: Oath of Conquest 6 Combat Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute Options melee.. Unarmed Attack, +9 to hit, 1d8+6 damage melee.. Dagger, +8 to hit, 1d4+5 damage melee.. ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600 ranged.. Dagger, +8 to hit, 1d4+5 damage ranged.. ranged.. Preferred technique - unarmed combat attack.. +9 to hit, 1d8+6 damage extra attack.. +9 to hit, 1d8+6 damage move.. will close with enemy if none are adjacent bonus.. reaction.. other preferred weapons Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted February 29 Clone Share Posted February 29 Njardun Istare 6'2 human male CN | Cleric of Umberlee 6 Move: 30' (land and swim) | Passive Perception: 22 | Languages: Common, Northerner Mariner's Scale Mail, traveler's outfit, +2 longsword, shield, dagger, adventurer's pack Njardun held on to the rope attached to the rowboat and swam along with his legs and free arm to avoid becoming too much of an extra burden for Grusk. He was used to similar maneuvers as a marine but he was happy when they approached the sloop and slowed down. It had been an exhausting evening. He let the other swimmers and Eirann climb the rope ladder first then the priest followed. While hanging in the ladder he turned toward Grusk and nodded. "I'll catch the gear on deck." Once aboard he gave Swifty a quick nod as greeting and then let his eyes sweep the upper deck of the ship. It was a rather small ship, but fast. Good for pirate operations. Njardun turned his attention back to the gear that needed to be hauled aboard. OOC...Actions main hand: -- off hand: -- Actions - ooc: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Alterangel Posted February 29 Clone Share Posted February 29 Selindil Starbreeze Astronomer | Chaser of Mysteries with a Desire for Adventure, Wealth, and Knowledge N moon elfhigh elf (PHB) male | Sage (ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.) | DivinerSchool of Divination Wizard 6 AC 15Mage Armor: AC 13 Dexterity: +2 | HP 38/38 | INIT +2 | P. Perception 21 | Move 30' | Inspr. 0/1 | Spell Atk +10Proficiency + 3 Intelligence +5 Arcane Grimoire +2 | Spell DC 188 Proficiency +3 INT Mod +5 Arcane Grimoire +2 | Slots 1st: 2/4, 2nd: 1/3, 3rd: 1/2 | HD 6d6/6d6 | Portents 6, 16 STRSAVE +1 Athletics +1 12 | DEXSAVE + 3 Acrobatics +3 Slight of Hand +3 Stealth +3 15 | CONSAVE +4 15 | INTSAVE +8 Arcane +8 History +8 Investigation +8 Nature +5 Religion +5 20 | WISSAVE +7 Animal Handling +4 Insight +7 Medicine +4 Survival +4 18 | CHASAVE +3 Deception +3 Intimidation +3 Performance +3 Persuasion +3 16 | Feat ObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. The diviner patiently sat in the longboat, occasionally looking up to the sky in hopes of finding a break in the clouds through which to view his precious stars. None came. The night was dark and the future unknown. His thoughts lingered on the violence of the night, flashes of blood, bolts, blades, and magic. There was no turning back now: his dreams had led him to join this crew, and now surely he was a wanted man in Waterdeep... As they arrived at the sloop-of-war, Selindil waited for each of them to ascend the ropes before doing so himself. He nodded to Knell as she was taken away, leaving the rest of them to bring up the gear. As they worked, Sel was deep in thought. He wondered why they were surveying the ships in the harbor, and why Ms. Blueblood hadn't asked him for help in the matter. Lirael landed on the railing of the sloop's gunnel, tilting her head as she watched them labor. She could easily have flown around the harbor and identified a ship or two, without putting anyone in harms way. He thought maybe this was another test? He let the thought linger for a bit before putting it out of his mind. Whatever the captain had in store, it wasn't his place to second-guess. Actions main hand: nothing off hand: nothing Lirael Currently Active Spells/Effects Mage Armor - 2 hours remaining Find Familiar - Active Until Dismissed or Familiar Dies Cantrips and Spellbook 1st-Level 2nd-Level 3rd-Level Comprehend Languages Blindness/Deafness Fireball Detect Magic Borrowed Knowldge Water Breathing Feather Fall Detect Thoughts Counterspell Find Familiar Mirror Image Tidal Wave Identify Mage Armor Magic Missile Shield Cantrips Known: Shocking Grasp, Dancing Lights, Frostbite, Gust, Prestidigitation Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted March 1 Clone Share Posted March 1 Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles Passive Perception 19 | Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech attractive | 5'9" | athletic female build | dark red hair | grey-green eye | eye patch | jewelry | elegant traveler's clothes | rapier| belaying pin AC 17Mage Armor: 13 Dex +4 (18Dual Wielder feat +1 to AC when wielding two weapons) | HP 29/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8 Red Knell materialized on the deck as if pulled from the shadows of the night. She stood, sea-drenched, not far from Bluebloodette, her night eyes going to the details of the sloop rather than the grim-faced welcome committee. She took in the graceful lines of the gunwale, the mast, the rigging, and more--taking the measure of the vessel. Knell seemed uncomfortable being introduced as someone of greater significance than the other new recruits. Making matters worse, she turned to see that most of the others were busy acting like a crew, having joined forces to quickly and efficiently unload the rowboat. She would have remarked on their professionalism if not for the fact that she found herself in the middle of Bluebloodette's introduction. For her part, she offered a nod for a greeting and an awkward, "Fred, Swifty, well met." Called away by the captain's daughter, the redhead caught and returned Sel's nod before turning after the woman. She followed Ms Blueblood to the other side of the sloop where she offered the brunette no words, her face that of a patient mother waiting upon an energetic toddler. OOC Equipped Main hand: empty Off Hand: empty Actions Stat Block Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation) STRSAVE +2 Athletics +8 14 | DEXSAVE + 7 Acrobatics +7 Slight of Hand +4 Stealth +7 18 | CONSAVE +3 17 | INTSAVE +4 Arcane +1 History +1 Investigation +4 Nature +1 Religion +1 12 | WISSAVE +3 Animal Handling +3 Insight +6 Medicine +3 Perception +9 Survival +3 16 | CHASAVE +3 Deception +3 Intimidation +6 Performance +3 Persuasion +3 16 | Death Saves -3 | Feat Dual WielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Actions Attack with Rapier of Gambling +10 (1d8+7 piercing) Attack with Pact Weapon Whip +7 (1d4+4 slashing) Attack with Shadow Blade +7 (2d8+4 psychic) Cast a Spell (Blade WardAbjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Chill TouchNecromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect., Spider Climb2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.) Create Pact of the BladeWarlock class feature You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Weapon Activate Magic Item: Rogue's Mantle Willful EnmityRogue's Mantle feature Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. ANTAGONIZE 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Bonus Actions Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing) Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic) Cast a Spell (Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. or Shadow Blade2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.) Cunning Action (Dash, Disengage, Hide) Activate Magic Item: Rogue's Mantle Move in ShadowsRogue's Mantle feature While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. (teleport 30 feet) Fathomless Warlock class feature Tentacles of the DeepYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Reactions Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing) Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing) Rider Effects Fancy FootworkSwashbuckler class feature During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn., Rakish AudicitySwashbuckler class feature You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you., Sneak AttackRogue class feature Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll., Equipment Not on Person weathered hat & bandana, 2 throwing knives, gloves, boots and stockings, cross-body bag[This is a refluffed pouch] thieve's tools (1 lb) half-pint flask of rum (1 lb) 10 feet of silk rope (1 lb) tinder box (1 lb) empty sack (.5 lb) perfume (-) make-up kit (.5) steel mirror (.5) soap (-) Perfume of Bewitching Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted March 4 Author Clone Share Posted March 4 Swifty Drow Ranger, Wanderer, Swordsman, duelist, poisoner dark elf adult male, CN Ranger, fey wanderer 7 ... spell slots, 4,3 ... CHA, WIS cast +6 save DC 14 Gear... Elven cloak, elven chain, Rapier, weapons belt, hand crossbow, elven boots, poison vial, darts, bolts The drow didn't like other elves, didn't like anyone particulary. But he did respect Captain Blueblood, and took it upon himself like the other crew onboard to keep an eye out for ms. Blueblood... and her cook. "Where's Liang Lin ?" ... Swifty's elven voice was of noble bearing, years of blood lines manipulated by house matriarch's looking to keep the old ways far into the future had made 'Swifty' what he was today. A noble relic of the past reimagining himself as a pirate upon the Tireless Sea... why not. It was a good way to explore the world of Toril. The Cook had not returned with the crew... The drow voice hung in the air... ms.'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter... Young adult 5'11 female human variant fighter, CN eldritch knight 6 ..action surge.. (1).base move..40' init +5 ..mage armor.. (AC 18 .. 21, HP 51) second wind..(1) heal 1d10+6 condition.. normal, mobileMobile You are exceptionally speedy and agile. You gain the following benefits: 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., Defensive DuelistDefensive Duelist Source: Player's Handbook Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.. human traits... AthleteAthlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet., Stealth +8 ...prev.. Pirate ..skills.. Athletics +7, Perception +5, Acrobatics +8, Insight +5. stats.. STR 18, DEX 20, CON 14, INT 15, WIS 14, CHA 9 ..saves.. STR +7, CON +5 ..spells.. INT ..prof.. +3 heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..rapier) ..cantrips.. blade ward, shocking grasp (kiss) spell... Casting +5, Save DC 13 ..known.. mage armor, shield, protection from good / evil, Witchbolt ..slots (3) ms.Blueblood considered her friend and cook... "Send the longboat back to the pier... Grusk can you pick up my friend Liang Lin ?" Red Knell was still wounded, wet from swimming and looked impatient like the outgoing tide. "Mary rose is beyond thar... It is a trading ship full of Elvish wine from as far as Evermeet. We're going to Scuttle her at the port harbour wall... tonight. There it was, the plan was already in motion and it was time to let in the crew on what was going on tonight. gear - swimming costume, leather bracers, weapons belt, dagger, watertight mapcase, pouch, leather soft shoes. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted March 4 Clone Share Posted March 4 (edited) Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles Passive Perception 19 | Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech attractive | 5'9" | athletic female build | dark red hair | grey-green eye | eye patch | jewelry | elegant traveler's clothes | rapier| belaying pin AC 17Mage Armor: 13 Dex +4 (18Dual Wielder feat +1 to AC when wielding two weapons) | HP 29/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8 Because we don't like elvish wine? The redhead finally understood Bluebloodette's game. Provide inadequate information, allow just enough time for seasoned pirate to raise intelligent questions and reasonable concerns, and then ignore those questions and concerns with a demeanor of superiority and enjoyment. It wasn't quite saddle-geeseing, but the girl's game was just as self-serving, provoking, and potentially dangerous. Likely, Ms. Blueblood had meant to say they'd be taking the Elvish wine before scuttling the ship, but... maybe not. Knell decided she would act as if the orders were clear, but would continue to ask reasonable followup questions that involved no second guessing--no why questions, no did you mean to say questions. And so the redhead Red gave an easygoing nod in acknowledgement of the plan. She'd scuttled ships before and understood what was involved. With a curious small smile, she asked her followup question. "Holing, opening Mary's seacocks, or something else?" If Bluebloodette was trying to teach an important first lesson to her new crew, it seemed the lesson was to follow orders--even stupid, unclear, and seemingly meaningless or disastrous orders--without question. Possibly, Bluebloodette wanted a stupid crew rather than a smart crew. Or maybe she was weeding out those who might question her because she was a woman. Or younger than her crew--a girl. OOC Equipped Main hand: empty Off Hand: empty Actions Stat Block Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation) STRSAVE +2 Athletics +8 14 | DEXSAVE + 7 Acrobatics +7 Slight of Hand +4 Stealth +7 18 | CONSAVE +3 17 | INTSAVE +4 Arcane +1 History +1 Investigation +4 Nature +1 Religion +1 12 | WISSAVE +3 Animal Handling +3 Insight +6 Medicine +3 Perception +9 Survival +3 16 | CHASAVE +3 Deception +3 Intimidation +6 Performance +3 Persuasion +3 16 | Death Saves -3 | Feat Dual WielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Actions Attack with Rapier of Gambling +10 (1d8+7 piercing) Attack with Pact Weapon Whip +7 (1d4+4 slashing) Attack with Shadow Blade +7 (2d8+4 psychic) Cast a Spell (Blade WardAbjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Chill TouchNecromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect., Spider Climb2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.) Create Pact of the BladeWarlock class feature You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Weapon Activate Magic Item: Rogue's Mantle Willful EnmityRogue's Mantle feature Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. ANTAGONIZE 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Bonus Actions Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing) Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic) Cast a Spell (Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. or Shadow Blade2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.) Cunning Action (Dash, Disengage, Hide) Activate Magic Item: Rogue's Mantle Move in ShadowsRogue's Mantle feature While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. (teleport 30 feet) Fathomless Warlock class feature Tentacles of the DeepYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Reactions Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing) Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing) Rider Effects Fancy FootworkSwashbuckler class feature During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn., Rakish AudicitySwashbuckler class feature You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you., Sneak AttackRogue class feature Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll., Equipment Not on Person weathered hat & bandana, 2 throwing knives, gloves, boots and stockings, cross-body bag[This is a refluffed pouch] thieve's tools (1 lb) half-pint flask of rum (1 lb) 10 feet of silk rope (1 lb) tinder box (1 lb) empty sack (.5 lb) perfume (-) make-up kit (.5) steel mirror (.5) soap (-) Perfume of Bewitching Edited March 4 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted March 4 Clone Share Posted March 4 Eireann III - High Elf Rogue 6 HP: 45/45 | AC: 17 | Speed: 30ft | HD: 6d8/6d8 Perception: +6 | Saving Throws: Str +0 Dex +8 Con +2 Int +3 Wis +1 Cha +3 | Initiative: +8 StatisticsStr +1 Dex +5 Con +2 Int +1 Wis +0 Cha +3 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +10 Damage: 1d8+7 • Piercing, Finesse -Dagger +8 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +8 Damage: 1d6+7 • Piercing, Ammuntion, Two Handed, Range 80/320ft Cantrip: Booming Blade (1d8 damage + 2d8 bonus) | EquipmentMagic: -Cape of Montebank -Rapier +2 -Cap of Waterbreathing -Bracers of Archery -Potion of Greater Healing Worn: -Fine Clothes -Studded Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) Coins: 20gp | SkillsAcrobatics: +11** Arcana: +1 Athletics: +7** Animal Handling: +1 Deception: +0 History: +4* Intimidate: +3 Insight: +0 Investigate: +1 Medicine: +1 Nature: +1 Perception: +6** Performance: +3 Persuasion: +6* Religion: +1 Stealth: +11** Sleight of Hand: +8 Survival: +0 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Expertise (Acrobatics, Athletics, Perception, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (3d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Tavern Brawler Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. 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. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Eireann frowned at the drow, he hadn't met many of them and none of them had been particularly friendly. It mattered little to him, as long as Swifty did his duty as well as any other on the ship. When Ms. Blueblood finally gave an indication of what was to come next, Eireann waited for the rest of the plan. "Are we taking the wine? I am never eager to waste good wine." 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Draidden Posted March 4 Clone Share Posted March 4 Grusk Hammerfist Grusk Hammerfist Smuggler Young adult 6'1" male half-orc, Paladin of Conquest 5 CN Stats Init +2, +1 mithril breastplate (AC 17, HP 59/59) conditions normal, base move..30', swim and climb 30' Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5 stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14 saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3 spell... Casting +5, Save DC 13 prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2) Perishables Potion of Greater Healing, 40 Arrows Half-Orc Traits: DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., MenacingYou gain proficiency in the Intimidation skill., Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest., Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Paladin Traits: Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses., Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs., Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8., Fighting StyleUnarmed Fighting TCE p42 Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you., SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells., Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease., Sacred OathWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity PHB p82 Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power TCE p52 3rd-level paladin optional feature You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. Oath of Conquest XGE p37 The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. Tenets of Conquest XGE p37 A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. Oath Spells XGE p37 You gain oath spells at the paladin levels listed. Oath of Conquest Spells Paladin Level Spells 3rd armor of Agathys, command 5th hold person, spiritual weapon 9th bestow curse, fear 13th dominate beast, stoneskin 17th cloudkill, dominate person Channel Divinity XGE p37 When you take this oath at 3rd level, you gain the following two Channel Divinity options. Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses., Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn., Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect. Grusk finishes passing up the last of the equipment and then responds to Ms. Blueblood. Aye. I can go back and get her. How long do I wait before coming back is she doesn't show? After hearing what they were about to do he shakes his head and replies. A shame to waste all that good wine. His attitude makes it clear that though he hates wasting good wine, he is going to follow orders. He repositions himself in the boat and pushes off from the ship, after everyone is out, if they aren't already, and then rows back to the docks. He will get close enough to see what is happening on them before he pulls up to them. He is guessing that Ms. Lin will make her way tot he docks when she is able and he will wait till she does or till time runs out. OoC...Actions ooc: Actions Attack - Move - Bonus - Reaction - Immediate - Combat options Paladin: Oath of Conquest 6 Combat Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute Options melee.. Unarmed Attack, +9 to hit, 1d8+6 damage melee.. Dagger, +8 to hit, 1d4+5 damage melee.. ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600 ranged.. Dagger, +8 to hit, 1d4+5 damage ranged.. ranged.. Preferred technique - unarmed combat attack.. +9 to hit, 1d8+6 damage extra attack.. +9 to hit, 1d8+6 damage move.. will close with enemy if none are adjacent bonus.. reaction.. other preferred weapons Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted March 16 Author Clone Share Posted March 16 (edited) Swifty Drow Ranger, Wanderer, Swordsman, duelist, poisoner dark elf adult male, CN Ranger, fey wanderer 7 ... spell slots, 4,3 ... CHA, WIS cast +6 save DC 14 Gear... Elven cloak, elven chain, Rapier, weapons belt, hand crossbow, elven boots, poison vial, darts, bolts "Scuttle the Mary Rose" ... Swifty considered the task, and knew if ms. Blueblood was in danger he'd have to step in and probably kill someone. He'd done it before and would do it again. What he didn't know is how she wanted to play this out. No doubt that they'd wait until Liang Lin returns... and the new crew returning from the sea. The latter Swifty wasn't happy about, so he'd make himself scarce and keep an eye out on the perimeter. Swifty turns and walks into the gloom towards the main mast. ms.'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter... Young adult 5'11 female human variant fighter, CN eldritch knight 6 ..action surge.. (1).base move..40' init +5 ..mage armor.. (AC 18 .. 21, HP 51) second wind..(1) heal 1d10+6 condition.. normal, mobileMobile You are exceptionally speedy and agile. You gain the following benefits: 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., Defensive DuelistDefensive Duelist Source: Player's Handbook Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.. human traits... AthleteAthlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet., Stealth +8 ...prev.. Pirate ..skills.. Athletics +7, Perception +5, Acrobatics +8, Insight +5. stats.. STR 18, DEX 20, CON 14, INT 15, WIS 14, CHA 9 ..saves.. STR +7, CON +5 ..spells.. INT ..prof.. +3 heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..rapier) ..cantrips.. blade ward, shocking grasp (kiss) spell... Casting +5, Save DC 13 ..known.. mage armor, shield, protection from good / evil, Witchbolt ..slots (3) ms.Blueblood considered Grusk's question first, before waiving him farewell... "Switch boats when you reach the pier ... by the time you tie up the longboat ... well, she should be there. If not, then scout the area but do not leave the Bazaar." The Mary Rose was a two masted trading ship... Scuttling her on a stormy night in Waterdeep harbour without raising suspicion was going to be a challenge. Blueblood just hoped the new crew would pull their weight when it counted. Red Knell was already thinking one step ahead... So she addressed Red Knell's question next... "It's a dark and stormy night... A ship slipping it's mooring with sails coming loose in the storm could come to grief if it hits the harbour wall... it's an old ship, the Mary Rose. It's a miracle she has lasted as long as she has." ms. Blueblood smirked... she wasn't particularly good at deception. There was something she was omitting... surely. Eirann had a valid question. "Oh, it's our wine ... we sold it ... and we're going to sell it again. Already have other interested parties shall we say and they're going to help us sink the ship and salvage the cargo " gear - swimming costume, leather bracers, weapons belt, dagger, watertight mapcase, pouch, leather soft shoes. ... DM Opened thread for everyone, Jellyfish may return and post from the sea... Edited March 16 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted March 16 Clone Share Posted March 16 (edited) Finn, Rogue, Swashbuckler (6th) Young adult 5'11 Male Half-Sea Elf Rogue, CG move 30' / swim 30' | InheiritorYou are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you are alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be. Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion Tool Proficiencies: Flute Languages: Elvish Equipment: Your inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp, stats.. STR 14, DEX 16, CON 11, INT 15, WIS 12, CHA 16 | ..saves.. Dex +6, INT +5 | prof.. +3 Skills: Perception +7, Acrobatics +6, History +5, Stealth +9, Persuasion +9, Survival +4 Actions: Stabbing Spear +1 (+6, 1d6+3/1d6+1) | Dagger (+6, 1d4+3, 1d4+1, 20/60) | Unarmed (+5, 3) Lang: Chondathan, Aquan, Elvish, Common, Thieves' Cant Feats / BenefitsBuild bonus feat: Observant: WIS +1 Half-Sea Elf. Swim 30' Child of the Sea Level benefits Fighting Style - Expertise (Stealth, Perception, History, Thieves Tools) - Sneak Attack -extra 1d6 damage w/ advantage Cunning Action - Take Dash, Disengage, or Hide action as a bonus action. Steady Aim - Advantage on next attack roll as bonus action. , Archetype (Swashbuckler) - Feat - Dual Wield You master fighting with two weapons, gaining the following benefits: - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. - You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Uncanny Dodge - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Finn slid gracefully over the railing in time to hear the end of the Captains Daughter's plans. Shaking his head to dry his hair, Finn 'tsked" aloud. "Might be more difficult than expected. The ship is guarded by a contingent of mounted Sea Elf scouts and at least one mage." OOC...Actions main hand: off hand: Actions - Talking ooc: Edited March 16 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted March 16 Clone Share Posted March 16 (edited) DM edit... moved post here Grusk rows off into the gloom of the dark stormy night... Edited March 17 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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