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Saving Silverbeard Cont.


Poor_Knight

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%5BFONT%3D%22Courier%20New%22%5D%5BSIZE%3D%224%22%5D%5BB%5DDragon%20Isle%3A%20Volcano%5B%2FB%5D%5B%2FSIZE%5D%5Bhr%5D%5B%2Fhr%5D%5BRIGHT%5D%5BB%5DTime%20of%20Day%5B%2FB%5D%3A%20Early%20Afternoon%3B%20%5BB%5DIllumination%5B%2FB%5D%3A%20Dark%3B%20%5BB%5DWeather%5B%2FB%5D%3A%20warm%20and%20humid%5B%2FRIGHT%5D%5B%2FFONT%5D%0A%0A%5BCENTER%5D%5BURL%3D%22https%3A%2F%2Fi.imgur.com%2FIZbWbyh.png%22%5D%5BIMG2%3D800%5Dhttps%3A%2F%2Fi.imgur.com%2FIZbWbyh.png%5B%2FIMG2%5D%5B%2FURL%5D%5B%2FCENTER%5D%0A%0AOrn%20heals%20Owain%2C%20reviving%20him.%20Owain%20climbs%20back%20to%20his%20feet%20and%20wades%20back%20into%20battle%2C%20slaying%20the%20last%20of%20the%20wyrlings%20before%20moving%20to%20the%20shelter%20of%20the%20cave.%20Myranda%20sends%20a%20spiritual%20weapon%20into%20battle%20and%20fire%20more%20arrows%2C%20striking%20the%20dragon.%20Shiro%20grabs%20the%20club%20and%20begins%20to%20free%20Zaheira.%20Thunder%20moves%20closer%20to%20the%20group%20and%20works%20a%20spell%20to%20mend%20some%20of%20the%20damage%20you've%20taken.%20Magnus%20casts%20darkness%2C%20disappearing%20into%20a%20globe%20of%20inky%20blackness.%20You%20see%20the%20globe%20move%20towards%20the%20dragon.%0A%0AFurious%2C%20the%20dragon%20unleashes%20a%20roar%20that%20shakes%20the%20cavern%20walls%20and%20moves%20forward%20in%20the%20lava%2C%20belching%20another%20gout%20of%20fire%20that%20washes%20over%20move%20of%20you%20in%20the%20eastern%20section%20of%20the%20cavern%2C%20including%20the%20poor%20auroch.%0A%0A%5BB%5DRound%204%3A%20PCs%20(all%2C%20any%20order)%5B%2FB%5D%0A%0A%5BFIELDSET%3D%22OOC%22%5D%5BB%5DOrn%5B%2FB%5D%3A%20cast%20heal%20on%20Owain%3B%20move%3B%0A%5BB%5DRD%20%5B%2FB%5D(legendary)%3A%20tail%20attack%20at%20Vindiculus%2C%2014%20dmg%3B%20%5BB%5D%5BCOLOR%3D%22Red%22%5DVindiculus%20loses%2014%20hit%20points%5B%2FCOLOR%5D%5B%2FB%5D%0A%5BB%5DOwain%5B%2FB%5D%3A%20stand%20from%20prone%3B%20pickup%20longsword%3B%20longsword%20at%20RDW2%2C%2022%20dmg%3B%20longsword%20at%20RDW2%2C%2020%20dmg%20%5BCOLOR%3D%22Red%22%5DDEAD%5B%2FCOLOR%5D%3B%20move%3B%0A%5BB%5DRD%20%5B%2FB%5D(legendary)%3A%20tail%20attack%20at%20Vindiculus%2C%20miss%3B%0A%5BB%5DMyranda%5B%2FB%5D%3A%20cast%20spiritual%20weapon%20at%20RD%2C%2017%20dmg'%3B%20move%3B%20longbow%20at%20RD%2C%20miss%3B%20longbow%20at%20RD%2C%2012%20dmg%3B%0A%5BB%5DRD%20%5B%2FB%5D(legendary)%3A%20tail%20attack%20at%20Vindiculus%2C%2013%20dmg%3B%20%5BB%5D%5BCOLOR%3D%22Red%22%5DVindiculus%20loses%2013%20hit%20points%5B%2FCOLOR%5D%5B%2FB%5D%0A%5BB%5DShiro%5B%2FB%5D%3A%20pickup%20club%3B%20move%3B%20draw%20knife%20and%20remove%20bonds%3B%0A%5BB%5DThunder%5B%2FB%5D%3A%20move%3B%20cast%20mass%20cure%20wounds%2C%20%5BCOLOR%3D%22YellowGreen%22%5D%2B27%20hp%20for%20Myranda%2C%20Thunder%2C%20Magnus%2C%20Vindiculus%5B%2FCOLOR%5D%20(Orn%20and%20Owain%20out%20of%20range)%0A%5BB%5DMagnus%5B%2FB%5D%3A%20cast%20darkness%3B%20move%3B%0A%5BB%5DRD%5B%2FB%5D%3A%20fire%20breath%20at%20Vindiculus%2C%20Myranda%2C%20Orn%2C%20Magnus%2C%20Thunder%2C%20and%20Auroch%2C%2065%20dmg%2C%20%5BCOLOR%3D%22Magenta%22%5DDex%20Save%20DC%2021%20for%20half%5B%2FCOLOR%5D%3B%20%5BB%5D%5BCOLOR%3D%22Red%22%5DVindiculus%2C%20Myranda%2C%20Orn%2C%20Magnus%2C%20Thunder%2C%20and%20Auroch%20lose%2065%20(or%2032)%20hit%20points%5B%2FCOLOR%5D%5B%2FB%5D%0A%0A%5BROLL%3D%22RD%20Legendary%20Action%20Tail%20Attack%2C%20bludgeoning%20dmg%22%5D1d20%2B14z%202d8%2B8z%5B%2FROLL%5D%0A%5BROLL%3D%22RD%20Legendary%20Action%20Tail%20Attack%2C%20bludgeoning%20dmg%22%5D1d20%2B14z%202d8%2B8z%5B%2FROLL%5D%0A%5BROLL%3D%22RD%20Legendary%20Action%20Tail%20Attack%2C%20bludgeoning%20dmg%22%5D1d20%2B14z%202d8%2B8z%5B%2FROLL%5D%0A%0A%5BROLL%3D%22RD%20recharge%22%5D1d6z%5B%2FROLL%5D%0A%5BROLL%3D%22RD%20breath%20weapon%20fire%20dmg%22%5D18d6z%5B%2FROLL%5D%0A%5B%2FFIELDSET%5D
Dragon Isle: Volcano
Time of Day: Early Afternoon; Illumination: Dark; Weather: warm and humid

IZbWbyh.png


Orn heals Owain, reviving him. Owain climbs back to his feet and wades back into battle, slaying the last of the wyrlings before moving to the shelter of the cave. Myranda sends a spiritual weapon into battle and fire more arrows, striking the dragon. Shiro grabs the club and begins to free Zaheira. Thunder moves closer to the group and works a spell to mend some of the damage you've taken. Magnus casts darkness, disappearing into a globe of inky blackness. You see the globe move towards the dragon.

Furious, the dragon unleashes a roar that shakes the cavern walls and moves forward in the lava, belching another gout of fire that washes over move of you in the eastern section of the cavern, including the poor auroch.

Round 4: PCs (all, any order)
 
OOC
Orn: cast heal on Owain; move;
RD (legendary): tail attack at Vindiculus, 14 dmg; Vindiculus loses 14 hit points
Owain: stand from prone; pickup longsword; longsword at RDW2, 22 dmg; longsword at RDW2, 20 dmg DEAD; move;
RD (legendary): tail attack at Vindiculus, miss;
Myranda: cast spiritual weapon at RD, 17 dmg'; move; longbow at RD, miss; longbow at RD, 12 dmg;
RD (legendary): tail attack at Vindiculus, 13 dmg; Vindiculus loses 13 hit points
Shiro: pickup club; move; draw knife and remove bonds;
Thunder: move; cast mass cure wounds, +27 hp for Myranda, Thunder, Magnus, Vindiculus (Orn and Owain out of range)
Magnus: cast darkness; move;
RD: fire breath at Vindiculus, Myranda, Orn, Magnus, Thunder, and Auroch, 65 dmg, Dex Save DC 21 for half; Vindiculus, Myranda, Orn, Magnus, Thunder, and Auroch lose 65 (or 32) hit points

[ROLL="RD Legendary Action Tail Attack, bludgeoning dmg"]1d20+14z 2d8+8z[/ROLL]
[ROLL="RD Legendary Action Tail Attack, bludgeoning dmg"]1d20+14z 2d8+8z[/ROLL]
[ROLL="RD Legendary Action Tail Attack, bludgeoning dmg"]1d20+14z 2d8+8z[/ROLL]

[ROLL="RD recharge"]1d6z[/ROLL]
[ROLL="RD breath weapon fire dmg"]18d6z[/ROLL]

 

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image.png.f75864ce3c11d1f5fc831f1c223e9ea6.png

Owain Hearthen - Half Elf Paladin 11


HP: 84/84 | AC: 21 | Speed: 30ft  | HD: 11d10/11d10 | Spell Slots: Lv 1 0/4 Lv2 2/3 Lv3 2/3 | Lay on Hands: 11/55 | Channel Divinity: 0/1

Perception: +4 | Saving Throws: Str +9 Dex +4 Con +6 Int +3 Wis +9 Cha +11 | Spell DC: 15 | Initiative: +0 

Statistics | Magic Items | Skills | Abilities

Spells

Lv1 Spells Prepared Bless, Bane, Hunters Mark, Shield of Faith, Wrathful Smite, Protection from Evil and Good

Lv2 Spells Prepared Hold Person, Misty Step, Find Steed, Warding Bond

Lv3 Spells Prepared Haste, Protection from Energy, Crusaders Mantle, Revivify

 

Vow of Emnity
Fire Resistance


Owain took a moment to ready himself. His wounds were healed and his armour was only warm, no longer burning. He took this brief few seconds to renew his vow of Emnity, until he or this dragon died he would not stop! He summoned a protective shield and then strode out to meet this dragon head on!

Bonus: Channel Divinity : Vow of Emnity
Action : Cast Protection from Energy - fire
Move : move 30ft towards dragon, should end up near Vindiculus

Edited by omegoku (see edit history)
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image.jpeg.6b4a0d033aee8492e55c84046b47af66.jpegOrn Sheet | Log

Neutral Good, Male Hill Dwarf Cleric 11 (Forge)

HP: 32/102 | HD: 11/11 (d8) | AC: 21/24 | Initiative: -1 | PP: 15 | Speed: 25 ft | Channel Divinity: 1/2 (Harness Divine Power 1/2)

Status: Conc on Banishment | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 2/3 L3 2/3 L4 2/3 L5 0/2 L6 0/1 | Defenses | Prof Bonus: +4

Stat Block

Attributes, Saves and Skills


Str 14 Dex 8 Con 16  Int 10 Wis 20 Cha 10


Race Features: Speed (25ft), Darkvision, Dwarven Resilience, Stonecunning, Dwarven Toughness

Background Feature: Criminal Specialty (Smuggler), Criminal Contact

Class Features: Spellcasting, Channel Divinity (2/rest), Channel Divinity: Harness Divine Power (2/long rest), Destroy Undead (CR 2)

Subclass Features (Forge Domain): Bonus Proficiency, Blessing of the Forge, Channel Divinity: Artisan's Blessing, Soul of the Forge, Blessed Strikes

Attacks 

Warhammer +6 attack, 1d8+2 bludgeoning

Handaxe +6 attack, 1d6+2 slashing


Languages, Tool Proficiencies

Common, Dwarvish, Thieves' Tools, Smith's Tools, Dice, Mason's Tools, Vehicles (Land), Vehicles (Water)

Spells

Cleric: Wisdom, +10, DC 18

Cantrips: Guidance, Mending, Sacred Flame, Toll the Dead, Word of Radiance

Level 1: Bless, Command, Healing Word, Identify (domain), Protection from Evil and Good, Searing Smite (domain)

Level 2: Aid, Blindness/Deafness, Heat Metal (domain), Hold Person, Magic Weapon (domain), Silence, Spiritual Weapon

Level 3: Dispel Magic, Elemental Weapon (domain), Protection from Energy (domain), Speak with Dead, Spirit Guardians

Level 4: Banishment, Fabricate (domain), Wall of Fire (domain)

Level 5: Animate Objects (domain), Creation (domain), Dawn, Flame Strike

Level 6: Heal

Magic Items

Consumable Magic Items: Potion of Healing

Common Magic Items: Pole of Collapsing, Wand of Pyrotechnics, Cloak of Billowing, Staff of Birdcalls

Permanent Magic Items: Cloak of Protection (attuned), +1 Shield (Renown Item), +1 Amulet of the Devout (attuned), Dimensional Shackles, Bowl of Commanding Water Elementals

Inactive Magic Items:


 

Another blast of fire and Orn was starting to get ticked off. He summoned Lathander's forge hammer to try to smack the dragon and then called down some of Lathander's searing light, although he doubted it would have much effect.

 

Mechanics

DC 16 Conc Save - 20

Bonus Action: Cast Spiritual Weapon - Attack 26 for 10 Force Damage

Action: Cast Sacred Flame - DC 18 Dexterity Save for 21 Radiant Damage

Movement: W 6 squares, S 1 square

 

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Shiro Hakuryu HP: 85/90 | AC: 18 (23) | Spell Slots: 2/2/0/0/1 | Conditons: Death Ward (prevents auto death from spells or magical effects. if 0hp is hit due to damage maintain 1hp) Shillelagh (weapon charged for combat 1 minute) Spirit Guardians (Conc 10minutes, 15foot aura from self, half speed to those in it who are not marked as allies. Deals Radiant Damage to those inside it, DC16wis save to half damage)
Reaction Set: Shield,

Shiro finished releasing the captain's bonds "let's go Captain." He stated as he helped the captain to her feet and he headed towards the door that lead out of the room.


Statblock

Shiro Hakuryu
Human Cleric (Life) 9/ Fighter- E.Knight 3 12 CG

AC 16/18 HP 90 Speed 30ft

Str 8 (-1) Dex 16 (3) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 10 (0)

Attacks
Sacred Flame (Rad/90ft) DC16Dex 3d8
Quarterstaff (Shillelagh + Booming blade) +8 1d8+4+2d8+1d8
Guiding Bolt (Rad/120ft) +9 4d6
Toll the Dead (Necro/60) DC16Wis 3d8 or 3d12
Word of Radiance (Rad/5ft hit all enemies) DC16Con 3d6

Stat Array: 8, 15, 13, 10, 15, 10
Race Human
Stats: +1 to Wis (16) and Con (14)
Free Skill: Acrobatics
Free Feat: Resilient Dex (+1 to Dex (16) Proficiency in Dex Saves)

Level 4: +2 Wis
Level 8: Magic Initiate Druid (Shillelagh, Produce Flame, Goodberry)


Background Urchin/Custom
Background Feature: City Secrets (Double Travel Speed while in a city)
Background Skills: Perception, Stealth
Background Gear: A small knife (Dagger), a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
a mace or spear
scale mail, Leather armor or Chain mail if proficient
any simple weapon (Dagger)
an explorer's pack
A shield and a holy symbol

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some
domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Multiclass to Fighter/Eldritch Knight (8 thru 11)

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known
You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + proficiency bonus + Intelligence mod

Spell attack mod = proficiency bonus + Intelligence mod

Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Bonded with Quarterstaff and Dagger

Level 12: Cleric to level 9

 

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Myranda Darkdirge (Character Sheet) (AL Logsheet)
Chaotic Good, Female Wood Elf 6th Level Beast Master, 5th Level Twilight Domain
HP: 50/87 | HD: 6d10/6d10, 5d8/5d8 | Death Saves: [][][] [][][] | AC: 18 | Initiative: +3 | PP: 19 | Speed: 40 ft. Walk/Climb/Swim | Spellcasting | Spell Slots Available | Channel Divinity 2/2 | Eyes of Night 0/1 | Favoured Foe: 2/4 | Shooting Stars 6/6 | Gwa'thern Faln 1/1

Myranda braces again, as another blaze comes roaring out, and has to commit more of her magic to protect herself from more significant harm. She proceeded to then backpedal directly away from the dragon, looking to put some distance between its mouth and her person. Perhaps enough to not be in the next bout of flame, even as she continued to loose more arrows.
 
Reaction: Absorb Elements vs Fire
Action: Attacks vs RD
Bonus: Spiritual Weapon Attack
Move: Diagonally Away, 40 ft
Edited by crazncanuck (see edit history)
Name
Reflex
14
1d20+7 7
Longbow Attack
22
1d20+10 12
Piercing
9
1d8+4 5
Longbow 2
25
1d20+8 17
Piercing
10
1d8+4 6
Spiritual Weapon
13
1d20+10 3
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