zaffo Posted May 5 Clone Share Posted May 5 Harin Avosi Half-elf Sage, College of Lore Bard AC: 14 (Leather) | HP: 20/20 (2d8) | Speed: 30 ft. Senses: passive Perception 14, Insight 14, Investigation 11 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 7 (-2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 18 (+4) Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling Harin listens intently, although he does not cease his soft playing. 'Ardir, what would you have us do?' OOC Movement: — Action: — Bonus Action: — Reaction: — Name xDiceName xDiceResult xDiceString xDiceRolls Insight Check for Willa 14 1d20+4 10 Link to comment Share on other sites More sharing options...
Anthr4xus Posted May 9 Author Clone Share Posted May 9 (edited) To Willa's apparently surprise the halfling takes a step forward and says, "Some of his people are still here, but none of his family." The armored elf chuckles darkly and says, "Little of anyone's families left. I..." he was interrupted by a short triple note whistle from the rooftops. Willa's eyes go wide and the Halfling attempts to dive into stealthy cover, although his concern for the others in his group seems to significantly undercut his initial movement. Willa quickly pulls herself together and urgently says, "The dead approach, we should seek shelter deeper in. Please come with us." Without actually waiting to see your response the three of them turn and start walking quickly back the way they came. Kain notices the archers he spotted earlier are similarly pulling back from their positions. Harin has kept his eyes on Willa, studying her closely. Her panic and concern seems genuine and her approach seems to be what one might expect of the "face" of a group of hardened survivors in a city lacking their best defenses against the undead. Edited May 9 by Anthr4xus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Halfling Stealth 9 1d20+6 3 Link to comment Share on other sites More sharing options...
FelixFaust Posted May 10 Clone Share Posted May 10 Kain Dorset Noble Knight AC: 19 (Chain & Shield) | HP: 26/26 (2d10+6) | Speed: 30 ft. Senses: Passive Perception 14, Insight 12, Investigation 12 Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3) Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 19 (+4) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 15 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 15 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 13 (+1) Languages: You can speak, read, and write Common, Elvish, and Dwarvish “My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . . Kain whistles a bird song like sound, and it is returned in a moment. Amelia, Elora and Mia all move into view from behind the group. Kain quickly motions for his friends and followers to follow Willa and the others, making sure he will be the rear guard for them all. A knights duty is to his people... Even if they aren't my underlings, they are my friends, and my people. Kain raises his blade and shield in a defensive position, ready to move when the others have, or at any threat that will catch up. OOC Movement: — Action: — Bonus Action: — Reaction: — Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted May 10 Clone Share Posted May 10 Inquisitor Karlov Mikhail Ilyich Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 76.5lbs (55lbs/110lbs/165lbs) At the mention of undead, Karpov's head whips round with surprising speed, mouth set in grim line as he scanned the mists for the abominations. The knight quickly draws sword, and Karlov nods in approval at his eagerness to strike down the threat. "We can trust them," he shares curtly, "they are wary and desperate, not duplicitous - yet. I doubt it is an ambush over a true threat." What would happen when supplies ran low was another matter - nothing like hardship to see a persons true colours. Still watching the edge of the village, Karlov began to slowly walk backward, shield held ready. "If too many approach, I shall invoke Kelemvor's will to Turn them, as able. I do not know what this foul place will do to the magic though." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: — Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 3/4 (Long Rest) Detect Magic: 1/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Channel Divinity: 1/1 (Short Rest) Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. Turn UndeadAs 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. Harness Divine PowerYou 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Passione Posted May 10 Clone Share Posted May 10 Haakon Valdemar IV Human Abjuration Wizard AC: 11 (Unarmored) | HP: 16/16 | Speed: 20 ft. (Encumbered) Senses: passive Perception 12, Insight 14, Investigation 14 Str:Save: +2 Athletics: +2 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb. 14 (+2) | Dex:Initiative: +1 Save: +1 Acrobatics: +1 Sleight-of-Hand: +1 Stealth: +1 12 (+1) | Con:Save: +2 14 (+2) | Int:Save: +4 Arcana: +4 History: +4 Investigation: +4 Nature: +2 Religion: +4 14 (+2) | Wis:Save: +4 Animal Handling: +2 Insight: +4 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 (-1) Languages: You can speak, read, and write Common, Celestial, Gnomish, and Halfling “My words,” | ‘My thoughts,’ | My actions . . . The halfling's response was dreadful but not surprising. The mists have taken much. He hopes the dead can find their rest, or that he could give it to them. On the bright side, he might get to know their final rites. Haakon would like to offer a somber moment of silence, but before he can, their circumstances make a turn for the worse. A call-and-response ring between the locals. For a moment, Haakon is lost and confounded. But soon, he starts feeling the twinge of realization. The dead draw closer. There is an itch at the back of his head that is eager to learn about their number. It is better to be safe than sorry. This makeshift alliance must do. He doubles check how his lantern is fastened to his belt, and how his pack sits on his body. Although it is punishing to his knees, Haakon lowers his stance into a hunter's prowl, wordlessly following the resident trio while sidling up with Harin and Falken. He takes Karlov's word to take the locals' word. The stern figure seems to know how to read people, and he radiates an air that reminds him of a colleague from the land where rules are paramount. He sounds like the kind of person who would wield a donkey's jawbone as a cudgel and still smite the adversary. OOC Movement: — Action: — Bonus Action: — Reaction: — SpellbookPrepared: Absorb Elements Shield Snare Tasha's Caustic Brew Rituals: Alarm Detect Magic Identify Unseen Servant Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BlackPhoenix Posted May 10 Clone Share Posted May 10 <p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1 / Ranger 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 24/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">*</span><span class="mwooc-hidden">Advantage due to Natural Explorer feature</span></span> | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> <s>30</s> 20, encumbered (carrying 119.2 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead)</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 600', piercing)</strong> <s>+8</s> <strong><span style="color:rgb( var(--mwpalette-Accent_2) );">+3</span></strong>, damage 1d8+4 (extra +2 vs undead)<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+10</strong> (Sharpshooter feat active)</span> | Arrows: 40 remaining <strong>Shortsword (piercing)</strong> +6, damage 1d6+4 (extra +2 vs undead) <strong>Other:</strong> Second Wind | Sharpshooter | <span class="mwooc"><span class="mwooc-shown">Favored Enemy (Undead)</span><span class="mwooc-hidden">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or <strong>undead</strong>. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. <strong>(Dwarvish)</strong></span></span> | <span class="mwooc"><span class="mwooc-shown">Natural Explorer</span><span class="mwooc-hidden">You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group’s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span></p> Falken Windriver (Human Fighter 1 / Ranger 1) - sheet AC: 15 | HP: 24/24 | Initiative: +4 *Advantage due to Natural Explorer feature | Passive Perception: 14 | Speed: 30 20, encumbered (carrying 119.2 over 70/140/210) Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6 Sleight of Hand +4 Stealth +6 (+4), CON 14 (+2), INT 14Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead (+2), WIS 15Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead) (+2), CHA 11Deception +0 Intimidation +0 Performance +0 Persuasion +0 (+0) Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 Longbow (ranged - 600', piercing) +8 +3, damage 1d8+4 (extra +2 vs undead)+10 (Sharpshooter feat active) | Arrows: 40 remaining Shortsword (piercing) +6, damage 1d6+4 (extra +2 vs undead) Other: Second Wind | Sharpshooter | Favored Enemy (Undead)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Dwarvish) | Natural ExplorerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group’s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Falken lowers his head and sighs in exasperation, his right hand rubbing his face. "I'm sorry...", he whispers. "I said I'd bring you to safety, but this is not what I said it would be." He grabs his bow, takes a deep breath, and follows their hosts. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted May 10 Clone Share Posted May 10 Inquisitor Karlov Mikhail Ilyich Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 76.5lbs (55lbs/110lbs/165lbs) "Hah," Karlov barks darkly, "this whole land is rotten. There's no safety to be had in the plane." For someone new the Falkovnia, he seems to have picked up the local vibe remarkably quickly. Perhaps it's his personality, or perhaps he has learned quickly from their journey here. "Not until all is purified - man and beast whole - will the earth follow." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: — Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 3/4 (Long Rest) Detect Magic: 1/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Channel Divinity: 1/1 (Short Rest) Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. Turn UndeadAs 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. Harness Divine PowerYou 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BlackPhoenix Posted May 10 Clone Share Posted May 10 <p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1 / Ranger 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 24/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">*</span><span class="mwooc-hidden">Advantage due to Natural Explorer feature</span></span> | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> <s>30</s> 20, encumbered (carrying 119.2 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead)</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 600', piercing)</strong> <s>+8</s> <strong><span style="color:rgb( var(--mwpalette-Accent_2) );">+3</span></strong>, damage 1d8+4 (extra +2 vs undead)<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+10</strong> (Sharpshooter feat active)</span> | Arrows: 40 remaining <strong>Shortsword (piercing)</strong> +6, damage 1d6+4 (extra +2 vs undead) <strong>Other:</strong> Second Wind | Sharpshooter | <span class="mwooc"><span class="mwooc-shown">Favored Enemy (Undead)</span><span class="mwooc-hidden">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or <strong>undead</strong>. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. <strong>(Dwarvish)</strong></span></span> | <span class="mwooc"><span class="mwooc-shown">Natural Explorer</span><span class="mwooc-hidden">You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group’s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span></p> Falken Windriver (Human Fighter 1 / Ranger 1) - sheet AC: 15 | HP: 24/24 | Initiative: +4 *Advantage due to Natural Explorer feature | Passive Perception: 14 | Speed: 30 20, encumbered (carrying 119.2 over 70/140/210) Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6 Sleight of Hand +4 Stealth +6 (+4), CON 14 (+2), INT 14Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead (+2), WIS 15Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead) (+2), CHA 11Deception +0 Intimidation +0 Performance +0 Persuasion +0 (+0) Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 Longbow (ranged - 600', piercing) +8 +3, damage 1d8+4 (extra +2 vs undead)+10 (Sharpshooter feat active) | Arrows: 40 remaining Shortsword (piercing) +6, damage 1d6+4 (extra +2 vs undead) Other: Second Wind | Sharpshooter | Favored Enemy (Undead)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Dwarvish) | Natural ExplorerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group’s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Falken looks at Karlov, and offers a friendly smile to the comforting reply. He taps on the priest's shoulder. "Thank you, my friend!" Apparently re-invigorated, the hunter picks up the pace. He asks Willa: "What are your defensive positions? How much time do we have?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted May 11 Clone Share Posted May 11 Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 20/20 | Prof: +2 Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2 Fighting StyleArchery: +2 ranged attacks, Second WindBonus Action: 1d10+level per long rest (1/1 LR), Mist WalkerThe Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in chapter 3). You recognize where the talisman originates from if you have been to its domain of origin, Sustained Symbiosis1/Long Rest, when failing a saving throw, spend a HD an add the result to the save. (1/1 LR) Attacks: PistolsAttack +8 Damage 1d10+4 Reload: 4 (fire 4 shots then 1 round reload), RapierAttacks +6 Damage: 1d8+4 Passive: Perception - 14 | Investigation - 10 | Insight - 14 Languages• Common • Undercommon • Elvish • Sylvan • Abyssal • Deep Speech, DarkvisionDarkvision out to 60ft, Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Taking a look around, she saw some options, but the city was so haggard it would be questionable "At least we need to block the gates." Mechanics Attack Target To-Hit Damage Notes Weapon Notes Pistol 1 Reload 4/4 Pistol 2 Reload 4/4 Action: Move: Reaction: Basic Opportunity Attacks Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Anthr4xus Posted May 12 Author Clone Share Posted May 12 Willa snorts at the suggestion of blocking the gates. "The only way to do that would be to knock down a building or two and shift the stones, but we don't have the manpower to do that while still providing adequate response to threats. I don't know how much time we have, but they wouldn't have called a warning if we had more than a few minutes. Perhaps the Talons' work will slow them down, who knows?" The unintroduced elf in armor nods in agreement with Karlov's statements. Willa leads the way through a couple of similar looking streets, although the buildings get progressively less fully ransacked and destroyed as you are lead away from the wall and deeper into the city. You are joined by half a dozen archers as you move away from the gate. After a few minutes, you are lead into an old and run-down bar that may actually not be any worse off now that it was before the dead walked. Willa stepped behind the bar and raised a trapdoor in the floor. She disappears below, followed by the elf and the archers. The halfling perches on the bar and nods at the group. "Head on down, I'll lock up and follow." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
zaffo Posted May 12 Clone Share Posted May 12 Harin Avosi Half-elf Sage, College of Lore Bard AC: 14 (Leather) | HP: 20/20 (2d8) | Speed: 30 ft. Senses: passive Perception 14, Insight 14, Investigation 11 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 7 (-2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 18 (+4) Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling Harin ceases playing at the alarm and follows the survivors and his companions, new and old, in silence. The undead oppress Harin's very soul. What room is there for poetry and music in a world such as this? OOC Movement: — Action: — Bonus Action: — Reaction: — Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FelixFaust Posted May 12 Clone Share Posted May 12 Kain Dorset Noble Knight AC: 19 (Chain & Shield) | HP: 26/26 (2d10+6) | Speed: 30 ft. Senses: Passive Perception 14, Insight 12, Investigation 12 Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3) Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 19 (+4) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 15 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 15 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 13 (+1) Languages: You can speak, read, and write Common, Elvish, and Dwarvish “My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . . Upon moving into the tavern Kain moves to the side, once again allowing the others to move on down first. He keeps his sword drawn, but pointed at the floor in case the undead come upon them faster than expected. Once the last of his new friends makes their way to the stairs he will follow. OOC Movement: — Action: — Bonus Action: — Reaction: — Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted May 12 Clone Share Posted May 12 Inquisitor Karlov Mikhail Ilyich Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 76.5lbs (55lbs/110lbs/165lbs) As they step into the darkened tavern, wooden floor creaking under their passage a hot prickle begins to grow at the name of Karlov's neck. Despite the cold mist that besets them, he finds a sweat upon his brow. As Willa lifts the trapdoor his throat tightens, and the dour priest visibly flinches as she speaks of locking up. "No," he stammers - a quaver in his conviction for the first time since arriving - "No I will await them here. This building seems sturdy enough." He bangs a fist against the bar, which shakes an alarming amount, dust gently drifting downward with a musty scent. "Surely this is as defensible as the cellar. I can bathe more of them in Kelemvor's grace from here," he scrambles between justifications. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: — Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 3/4 (Long Rest) Detect Magic: 1/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Channel Divinity: 1/1 (Short Rest) Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. Turn UndeadAs 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. Harness Divine PowerYou 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Anthr4xus Posted Monday at 02:17 PM Author Clone Share Posted Monday at 02:17 PM (edited) The halfling gives Karlov an odd look and says, "The cellar is just the next gate. There's no telling what all or how many are heading this way." As if to emphasize his words, distant moans could be heard for the first time. He pulls the door of the tavern closed and throws the bolt. "Willa will lead you down to the Haven. It's not here and this is the best way to get to it. Move along, man." He glances to Kain, as if imploring the knight to talk sense to his companion. Down in the cellar, Willa unlocked a gate and she and the elf have pulled open the heavy rusty grate. A brick lined corridor, only six feet in height or so stretched away into the distance. Small points of dim light are set into the brick every 20 feet or so, providing just a strong enough illumination to see where you are putting your feet. The archers lead the way into the brick corridor. Willa says, "Follow Myk and the rest, there are only a couple of turns. We're right behind." Edited Monday at 02:32 PM by Anthr4xus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
astronavigatrix Posted Monday at 07:19 PM Clone Share Posted Monday at 07:19 PM Setare Orfini Charlatan Drow Rogue AC: 14 (Leather) | HP: 9/9 | Speed: 30 ft. Senses: passive Perception 12, Insight 12, Investigation 10 Str:Save: -1 Athletics: -1 9 (-1) | Dex:Initiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +5 Stealth: +5 17 (+3) | Con:Save: +1 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 12 (+1) | Wis:Save: +1 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +3 Survival: +1 13 (+1) | Cha:Save: +1 Deception: +3 Intimidation: +1 Performance: +1 Persuasion: +3 12 (+1) Languages: You can speak, read, and write Common, Elvish, and Celestial “My words,” Set says. | ‘My thoughts,’ Set thinks. | My actions . . . "Braver man than I," the rogue mumbles, "but more ridiculous too." Then, much louder so the other can hear- "Come on, Karlov- you'll do none of us any good if you're overrun. Save your God's graces for when they're sure to be effective." He follows behind the rest down into the cellar then- he has no issue with running away from trouble, after all. Once belowground, he feels a bit more... at home, for lack of a better word. Though, admittedly, he has to slouch a bit more than he'd like to not smack his head into the top of the corridor. OOC OOC Movement: — Action: — Bonus Action: — Reaction: — Stealth1d20+5 8 13 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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