RedDingo Posted May 6 Clone Share Posted May 6 Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin sprinted to body of the goblin he had slain with his hand axe. He picked his halberd from the body and gave it a kick before retreating to a space next to Ezra. As he could spot the other goblins where they hid from his years of training. They hid well but he could see better. Pressing his back against the intact wall, he recalled a question he was about to ask before he was fallen by those arrows. "Garon, what is a 'parade'? Some form of battle like a duel?" OOC Movement: Move + Dash to the Goblin 3's body then to AL 21 Interaction: Picking up my Halberd Bonus Action: Action: Dash Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 12/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . @JubalBreakbottle important question. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 6 Clone Share Posted May 6 Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | 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. 4/4 | LoHYour 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. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions Amid the fear of battle, Garon broadly smiles at Thordin's question and calls over with the reply, "a parade is where people dress up and pretend to be warriors to celebrate a great historical victory." After a beat, he continues, "a joke is not funny if you need to explain it." OOC Right hand: Empty Left hand: Shield Use Object - Move Action in previous post Reaction Cast Shield if hit and worth it To Whom It May Concern . . . @RedDingo | | Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted May 7 Clone Share Posted May 7 (edited) Yod Ironbeard Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 6/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish Yod looks unphased as the goblin continues to harry him with arrows. He looks at Duala next to him and says, "I'm gonna finish it." The dwarf leaps the fence and moves around the rock that the goblin is using for cover and says, "Nowhere to run now!" Gripping his maul tightly, he the weapon at the goblin's head connecting with a sickening thud. It immediately slumps to the ground, half of its skull splattered on the rock it hid behind. He still can see Duala, and now another goblin he didn't even know was there. He decides against shouting to let the others know its there. OOC Move: Yod moves to AT38. With diagonals, that should be 30 feet. Action: Attack goblin 4. I don't expect he will continue to have cover. Maul attack - Hits for 11 points of bludgeoning damage. That should kill it! Goblin 5 should no longer be hidden (or at least wasn't for the brief run towards goblin 4.) To Whom It May Concern . . . Edited May 7 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Maul attack vs. Goblin 4 25 1d20+6 19 Bludgeoning damage 11 2d6+4 4,3 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted May 11 Author Clone Share Posted May 11 (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 7, Concluded Goblin 5 shoots at Duala from its hidden position! It would have advantage, but that advantage is negated by Duala’s Dodge action, so the shot is just a straight roll! It flies wide, landing safely in the grass far behind her! Not wanting to stick around and get clobbered by the half-orc woman, goblin 5 scarpers, rounding the fence. Goblin 7 pops up from hiding in its tower and shoots at Duala—the only target it can find. Like with goblin 5, goblin 7’s advantage and the disadvantage it gets from shooting from a distance and from Duala’s Dodge action all negate to a straight shot. With deadly precision, it takes aim and the wind seems to favor the arrow’s flight. Timing it just right as it quickly gets a read on the pattern of Duala’s ducking and weaving, goblin 7 looses the arrow and it lands, dealing 5 piercing damage! As a bonus action, goblin 7 drops back down to hide, but its head is sticking up and it’s totally visible! Assuming you have the range to hit it, it has three-fourths cover (+5 to its AC) and it does NOT have advantage on its next shot! Goblin 8 pops up from hiding in its tower and shoots at Duala—the only target it can find. Like with goblin 5, goblin 7’s advantage and the disadvantage it gets from shooting from a distance and from Duala’s Dodge action all negate to a straight shot. Though the wind somewhat favors its arrow, too, delivering it to its target, the arrow simply plinks off Duala’s armor, doing no damage! As a bonus action, goblin 8 drops back down to hide successfully, unlike its partner. Goblin 9 runs southeast, Dashing towards Omar and Garon, murder in its eyes! Goblin 11 runs south, dashing towards Omar and Garon! If no one moves, it’s benefiting from three-fourths cover behind that rock in the north. However, moving around to see it will negate that cover! Round 8, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. To spot a creature that is hiding, you must either rely upon your passive Perception score, OR you must take the Search action. If your passive Perception score meets or beats the DC given, then you see it automatically and you can act as normal: its attacks do not have advantage against you, and your attacks do not have disadvantage against it. However, you and only you gain this benefit. If your passive Perception does not meet or beat the hiding creature’s Stealth DC, then you must decide whether or not you will take the Search action on your turn to spot it. Taking the Search action costs you your action in combat and you lose your attack. However, if you do take the Search action, everyone gains the benefit of you spotting the creature. ALSO, you do not need to specify which creature you are Searching for. Any creature whose Hide check result is the same or less than your Search check result is now revealed to you and everyone in your party. This does not mean you necessarily see the creature, but you know their position for whatever reason—sound, smell, whatever. Related to the last bit, above, conversely, line of sight on the map does NOT enable your character to spot a hidden creature. If I say that a creature is hidden, it is hidden, and only your character’s passive Perception or their Search action check can reveal it. Just because you can see its token on the map does not mean your character can see the creature. The creature could be hidden in a tall tuft of grass or behind a bush that is not displayed on the map. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 4: −10 12 −83% DEAD! Goblin 5: 7 7 100% AC Currently 13 Goblin 7: 10 10 100% AC Currently 13 + 5 = 18 (3/4ths cover) Goblin 8: 12 12 100% AC Currently 13, Hidden (DC 17) Goblin 9: 10 10 100% AC Currently 15 Goblin 10: −1 11 −9% DEAD! Goblin 11: 12 12 100% AC Currently 15 + 5 = 20 (3/4ths cover), but easily negated Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited May 11 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Goblin 5 Shortbow Attack vs Duala (AC 18); Piercing Damage; Crit 8; 7; 1 1d20+4;1d6+2;1d6 [4]; [4,5]; [4,5,1] Goblin 7 Shortbow Attack vs Duala (AC 18); Piercing Damage; Crit 21; 5; 2 1d20+4;1d6+2;1d6 [17]; [17,3]; [17,3,2] Goblin 7 Hide 9 1d20+6 3 Goblin 8 Shortbow Attack vs Duala (AC 18); Piercing Damage; Crit 12; 7; 1 1d20+4;1d6+2;1d6 [8]; [8,5]; [8,5,1] Goblin 8 Hide 17 1d20+6 11 Link to comment Share on other sites More sharing options...
RedDingo Posted May 11 Clone Share Posted May 11 (edited) Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Seeing the a goblin round up on Omar, Thordin sprinted forth beating the assailant with the haft of his polearm before stabbing it in the gut! As the body slumped, he backed against the boulder north of him. “Why would anyone pretend to be a warrior?” OOC Movement: Moving to AH 19 Interaction: Bonus Action: Attacking Goblin 9 with Halberd Haft Action: Attacking Goblin 9 with Halberd Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 11/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . @JubalBreakbottle Edited May 11 by RedDingo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Halberd Attack 18 1d20+6 12 Slashing Damage 11 1d10+4 7 Haft Attack 25 1d20+6 19 Bludgeoning Damage 2 1d4 2 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 11 Clone Share Posted May 11 (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | 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. 4/4 | LoHYour 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. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions Garon saw the charging goblin. Before he could meet it in melee, Thordin ended it and seemed to enjoy the small revenge and recovery of ego. "Well done, Thordin!" So, he changes targets and effectively follows Thordin for a clearer line of sight to the far goblin before snapping off another bolt of fire at the little bugger. This time, the flames uselessly splash against the obelisk in front of the goblin. Shaking his head, he replies to the giantling, "because pretending to be a warrior is a lot safer than being a warrior." OOC Right hand: Empty Left hand: Shield Use Object - Move to AI17 for the shot, then to AJ18 Action Cast Firebolt at Goblin 11 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . @RedDingo | | Edited May 11 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt at Goblin 11 11 1d20+5 6 Link to comment Share on other sites More sharing options...
Peacemonger Posted May 11 Clone Share Posted May 11 (edited) Duala Half-Orc Gladiator Paladin HP: 2/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 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. | 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.: 1/1 | 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. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 2/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala grits her teeth as another arrow finds its mark. I need better armor. I need a way to strike at a distance. "Two still in the windmill! One out in the open!" She calls out to the others to let them know how many Goblins are left, and where they are. She knows she can't chase the Goblin, it has her beat. It's faster, more nimble, and it has the support of the other Goblins, and so she turns running to keep out of line of sight, curving around the rock and Yod to get behind the small house. OOC Movement: Move and Action Dash to AV37 Action: - Bonus Action: - Edited May 11 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted May 11 Clone Share Posted May 11 (edited) Yod Ironbeard Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 6/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish The dwarf watches the arrows come at the half-orc and she quickly retreats by his rock. He hears her calling out, but he can't take his eyes off that stupid goblin on the other side of the fence. Yod says to Duala, "I'm gonna soften this gobo up. Then we gotta figure out how to get those critters in the windmill. Damn. You've been taking a beating. No worries, you ain't dying here." To demonstrate, the stocky dwarf grips the top of the boulder and quickly runs around it. He takes a couple of steps toward his target and hurls a hand axe at the beastie. The goblin isn't paying attention and the weapon tumbles end over end and it catches the goblin in the head, killing it instantly. He then moves alongside of the house trying not to offer much of a target to the windmill archers. He looks at Duala and laughs, "Damn, I think I just killed it! That's three of them." OOC Move: NW, W Attack: Attack with a hand axe with disadvantage due to distance. Attack - Holy crap, it hit! Wow, 10 damage...that kills it! Move: S, S, S (should be AV 35) To Whom It May Concern . . . @Peacemonger Edited May 11 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hand axe attack (disadvantage) vs. Goblin 5 18 keep(2d20,lowest,1)+6 18,12 Slashing damage 10 1d6+4 6 Link to comment Share on other sites More sharing options...
Seardon Posted May 12 Clone Share Posted May 12 Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . Ezra was thinking of running to dispatch that goblin when a hand ax struck in the head. Seeing Thordin move to help support Garon and Omar, she decided the next course of action was to get those two little monsters out of the windmill. "Keep my feet swift my lady Raven Queen. Everyone stay in Cover for a moment!" She yelled as she bolted from her cover running past the stone along the way to the windmill and straightening out so she would run right past the windmill where the goblins would not have line of sight on her. As she ran she drew he long sword for what will be to come. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Dash from AR 19 AZ 18 Move Action: Move from AM 21 to AR 19 Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 0/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shocker Posted Monday at 09:47 PM Clone Share Posted Monday at 09:47 PM (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar looks towards the skies "Oh Corellion, Lord of Magic assist your servant in his hour of need. Those goblins are laughing in the face of the art thou has given." He turns around the corner and extends his staff towards the goblin about to reach him. "Pyrofuego" he shouts in defiance And observes in satisfaction how the approaching Goblin is encased in fire. "That's much better Lord Corellion" he mutters before returning to hide behind his rock OOC Move: Omar moves to AJ 20 and casts firebolt before returning to his original position. Action: cast fire bolt at Goblin 11 for 10 points of damage (had entered the wrong number in the roll) To Whom It May Concern . . . Edited Monday at 09:53 PM by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt on Goblin 10 18 1d20+6 12 damage 10 1d10 10 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted Tuesday at 11:47 PM Author Clone Share Posted Tuesday at 11:47 PM (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 8, Concluded Goblin 7 shoots at Ezra. It fails spectacularly and laughably. It drops back down to hide but Ezra has no problem spotting its meager DC 14 hiding with her superior perception. Goblin 8 shoots at Ezra and the arrow embeds itself into her chain mail without so much as nicking her, so she looks like the beginnings of a pin cushion. Goblin 11 just got shot with magic and in its pain, ran back towards the Nightstone Inn (8) whence it had come. Opening the door, it dashes inside and just up the stairs. Its armor and footsteps are noisy and you can see its ear poking out beyond the banister. Its location is known to anyone with a passive Perception of 11 or greater. Round 9, Begin! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. To spot a creature that is hiding, you must either rely upon your passive Perception score, OR you must take the Search action. If your passive Perception score meets or beats the DC given, then you see it automatically and you can act as normal: its attacks do not have advantage against you, and your attacks do not have disadvantage against it. However, you and only you gain this benefit. If your passive Perception does not meet or beat the hiding creature’s Stealth DC, then you must decide whether or not you will take the Search action on your turn to spot it. Taking the Search action costs you your action in combat and you lose your attack. However, if you do take the Search action, everyone gains the benefit of you spotting the creature. ALSO, you do not need to specify which creature you are Searching for. Any creature whose Hide check result is the same or less than your Search check result is now revealed to you and everyone in your party. This does not mean you necessarily see the creature, but you know their position for whatever reason—sound, smell, whatever. Related to the last bit, above, conversely, line of sight on the map does NOT enable your character to spot a hidden creature. If I say that a creature is hidden, it is hidden, and only your character’s passive Perception or their Search action check can reveal it. Just because you can see its token on the map does not mean your character can see the creature. The creature could be hidden in a tall tuft of grass or behind a bush that is not displayed on the map. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 5: −3 7 −43% DEAD! Goblin 7: 10 10 100% AC Currently 13, ‘Hidden’ (DC 14) Goblin 8: 12 12 100% AC Currently 13, Hidden (DC 17) Goblin 9: −1 10 −8% DEAD! Goblin 11: 2 12 17% AC Currently 15, ‘Hidden’ (DC 11) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited yesterday at 01:53 AM by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Goblin 7 Shortbow Attack vs Ezra (AC 18) w Disad; Piercing; Crit 5; 5; 1 drop(2d20,highest,1)+4;1d6+2;1d6 [1,4]; [1,4,3]; [1,4,3,1] Goblin 7 Hide check 14 1d20+6 8 Goblin 8 Shortbow Attack vs Ezra (AC 18); Piercing Damage; Crit 15; 5; 2 1d20+4;1d6+2;1d6 [11]; [11,3]; [11,3,2] Goblin 8 Hide check 17 1d20+6 11 Goblin 11 Hide check 11 1d20+6 5 Link to comment Share on other sites More sharing options...
Peacemonger Posted 16 hours ago Clone Share Posted 16 hours ago (edited) Duala Half-Orc Gladiator Paladin HP: 2/14 | AC: 16 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 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. | 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.: 1/1 | 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. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 2/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala gives a firm smile and nod to Yod in respect. "Agreed on all accounts." That they won't die here, that they have to deal with the goblins in the windmill... the Dwarf's counting, she can't find anywhere to disagree. She glances around and settles on the fallen goblin next to them. Placing her sword and shield down she reaches and grabs the dead goblin's shortbow and some arrows. "This is the last time I go into a fight without some sort of reach. A lesson learned." It's not her strength, bows, crossbows, the like, but she has used them before. Far better to try to strike with a weaker skill than do nothing with a stronger one. OOC Movement: Move to Goblin 4, after picking up stuff go to AY35 Action: Dash to BA30 Bonus Action: - NOTE: Lowered AC due to now wielding a shortbow and arrows instead of sword and shield Edited 10 hours ago by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted 9 hours ago Clone Share Posted 9 hours ago (edited) Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 0/2, IC: “My words,” | ‘My thoughts,’| My actions . . . The one arrow seems to find it's mark on Ezra, though the chainmail stops the missile from touching her flesh. She quickly moves from beside the windmill to where she can see within just above the goblin she can see. In dark mist she vanishes from in front of the windmill and reappearing above her targets head, coming down with to the floor in the windmill with a slash. Ezra did not account for the cramped space and embedded the blade in an overhead post. Of all the... She placed her shield before her as she wrenched the longsword from the timber. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Shadow step from AU 13 to AW 12. Action: Attack Gobo 7 with Long Sword. Move Action: Move from AY 19 to AU 13. Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 0/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Edited 9 hours ago by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sword Swipe 6 1d20+5 1 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted 8 hours ago Clone Share Posted 8 hours ago (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | 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. 4/4 | LoHYour 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. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions Garon spots the goblin seek cover inside the building. He takes a deep breath, holds it, then exhales evenly saying, "Fuego." But, the bolt splashes harmlessly on the old oak door. Then, he moves into the middle of the courtyard between buildings surveying the situation where his companions are closer to the keep. After pausing for a heartbeat, he returns to cover himself. OOC Right hand: Empty Left hand: Shield Use Object - Move to AJ21 to survey the south, then to AK20 Action Cast Firebolt at Goblin 11 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . | | Edited 8 hours ago by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt at Goblin 11 9 1d20+5 4 Link to comment Share on other sites More sharing options...
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