KingGoblin Posted May 1 Clone Share Posted May 1 (edited) Hunni Ravenwing, of clan Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni briefly considers pointing out to Arlo what Lady Michelle just said about Kendermore, but figures if he wasn't paying attention, perhaps it is best he doesn't know. "No, silly, that's the giraffe's name. That is a good bear, I think Bear and Crow will be friends. Ooh, look at this, though, my fishbone walker, its name keeps changing," she comments, keeping the kender distracted, and showing him the mechanical fish-bone walking toy she has that moves along on its own. "I bought that from a kender girl, actually. She was really smart, and worked for a gnome inventor. They had all sorts of toys." OOC Action: — Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 2 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. Edited May 1 by KingGoblin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted May 2 Clone Share Posted May 2 Arlo Thistleknott Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Kenderspeak, and Thieves' Cant "Oh," Arlo says in response to Hunni. "I guess Kettle is a good name for a giraffe. I've never met a giraffe, so I don't know what sort of names they like. I'm glad you like the bear. He could use a friend, and a crow sounds like a good friend for a bear." Arlo is deeply impressed by Hunni's fish-bone toy, which keeps him distracted from the boring talk the others are having. Based on his experience, the discussion is probably important, because boring things usually are. He trusts that his friends can handle the planning of their next adventure, and he will be on hand to take care of any doors. He still feels very proud of himself for opening a door with the rather wet and gross lockpick Elgo had given him. He'd never learned how she managed to turn her stomach into a pouch, but he doesn't think he'd like to keep his buttons in his stomach now that he's had more time to think about it. "Gnomes are very good at making things, especially if you need something that explodes. Gnomes make the absolute best explosions. It's always very exciting to meet a gnome. I'm impressed that this gnome let a kender help him. When I meet a gnome, all they can say is things like, 'No, don't touch that button!' or 'The lever is not supposed to come off!' or 'For the love of Reorx get that crazy kender away from here!' I don't know who that crazy kender is, but I hope that they are able to find him. He sounds like he might need help." As the conversation continues, Arlo looks up from sorting the contents of his pouches and admiring Hunni's toys. "So do we have a plan yet?" he asks his larger friends. OOC Action: Move: Bonus Action: Taunt: 3/3 Spell Slots: 3/3 1st Level Pipes of the Sewers: 3/3 charges Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RagallachMC Posted May 2 Clone Share Posted May 2 Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | Speed: 30 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . . Vigdan's eyes widen at Coltan's words and he shifts nervously as the tone of the conversation takes a turn. When Sir Artanis steps away to get the horses, Vigdan speaks up "I can help you with that, Sir knight. I need to check on something in town, as well. A personal matter." OOC Action: Vigdan can help gather horses and carts, but he really just wants to get away for a bit and check on his family. Let them know he's ok and share some of his loot with them. He also has some dragonelle meat he needs to sell before it turns. Maybe The Steady Beacon? Bonus Action: Movement: Reaction: Arrows: 17/20 OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted May 2 Clone Share Posted May 2 Artanis Brightblade Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (0 THP) | HD: 5/5 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Brooch of ShieldingWhile wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . As Vigdan follows Artanis down the stairs, the knight blushes. "Please, just call me Artanis," he corrects, "I'm not fancy born. Village I grew up it wasn't that different from Vogler, without the river though." As they head towards the quarter where they'd find most of the horse merchants he asks "Anything I can help with? Your personal matter that is?" OOC Action: Artanis is off to secure the draft horses - if he can - and a wagon. He'll only be buying from reputable dealers unless he sees some really abused animal to rescue, in which case he'll likely cause a scene. Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [0]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 3/3 (Long Rest) Leadership Dice (d6). 5/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP). 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RagallachMC Posted May 3 Clone Share Posted May 3 Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | Speed: 30 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . . Vigdan moves quietly down the stairs in contrast to the clanking of the knight. " I'm actually from Kalaman, and my Ma and sister still live here Sir..I mean, Artanis. I just wanted to let them know I'm safe and to share some of the coin from the keep with them. If things go badly here in Kalaman, well..I just want them to have enough coin. My family are fisherfolk, so they've got a small boat to get away. I hope it doesn't come to that, though." OOC Action: Vigdan can help gather horses and carts, but he really just wants to get away for a bit and check on his family. Let them know he's ok and share some of his loot with them. He also has some dragonelle meat he needs to sell before it turns. Maybe The Steady Beacon? Bonus Action: Movement: Reaction: Arrows: 17/20 OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted May 5 Author Clone Share Posted May 5 (edited) Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign - About 3:00 PM★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous Battle at Steel Springs Castle Kalaman When there is a suitable pause, Coltan gets all serious with her, "Lady Michelle, while I need your advice on how to pretend to be a dragonarmy lieutenant, I cannot accept your treatment of your guards. They deserve your respect, because they are just doing their duty. Please apologize to them and treat them with respect going forward." "If you still want to help us, we can do it within the constraints of your situation, as defined by your guards." He stares for her reply. Lady Michelle raises a curious eyebrow and looks down her nose at Coltan. “Perhaps you’re not ready to commit perfidy, Apprentice—I’ll be happy to instruct you another time, as you can’t seem to handle even this rather mild demonstration.” Turning to her guards, she says, “Come along ladies, you can walk alongside the carriage on the way back to the barony. We wouldn’t want your delicate sensibilities bruised any more by li’l o’le Mimi, now would we? Big scawwy dwagon awmy wady in her fwilly gween dwess might huwt yow feewings if you wide in the fancy cawwage wif her. Best ensure that you show me the . . . constraints of my situation . . . make sure I don’t escape along the road!” They bristle but otherwise keep silent, and oddly enough, remain at attention. She walks over to Modri and pats him on the shoulder with wry smile. “Well, do come back safe and sound . . . maybe not so sound. Maybe another cool scar you can show me and tell me all about.” Sighing, she says, “Alas, it seems that my guards need to do some ‘defining’, so I’ll have to see you when you get back to the barony.” With that, she leaves and heads down the opposite set of stairs you were heading. Eventually, as Lady Michelle’s head disappears down the stairs, the guards turn to follow. “Ugh, just great, Brimmle,” one of the guards says to the other, “Now that stupid girl’s all in a huff and we have to walk.” “You’re the one wha’ kep’ buttin’ in’o’er conversation, Crawley,” the one called ‘Brimmle’ barked back. “Hey! I’m just doin’ my job! And what the hell were you doin’ standin’ at attention when she told you to?! An’ she called us ‘honorless shi’bags’ an’ ‘gormless fools’! What even the hell is a ‘gorm’? You’re gonna le’her talk to us like that?” “An’ you didn’?” Brimmle bites back. “An’ so what if she did? What’chu gonna do about it, anyway?” From the bottom of the stairwell, you all hear, “This ‘stupid girl’ can hear you just fine. Now, if you fools ever wanna get out of guarding this ‘stupid girl’, and actually get to go fight in the war, I suggest that I hear a hell of a lot less talking and a lot more marching!” “Damnit, Crawley!” Brimmle sniped in a harsh whisper. “If the guard captain gets wind that you called a noble lady a ‘stupid girl’—who cares if it’s her—we’ll be doing PT until our assholes are sucking buttermilk! Well, you are! I’ll tell’em I had no part in that!” “MARCH, Ladies! I can still hear you!” With that, they disappear. Buying Wagons & Setting Out? Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign - About 5:00 PM★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous It’s easy enough to find a good, quality wagon that will seat the lot of you comfortably, but won’t let you sleep. You’ll need at least two wagons for the eight of you for that. It’s up to you whether you purchase one or two, or as many as you think you need. The wagons cost you 35 gp, each. The wainwrights strongly encourage you to buy the trained draft horses (50 gp, each) to pull it (or them, as the case may be), as well as the feed for each horse you buy (5 cp/day/horse). Eventually everyone meets up at the main gates to the castle. However, it’s fifth hour after noon, and your stomachs are rumbling for supper. You’re certainly free to set out and just eat rations on the road, but its three hours to sunset, and soon you’ll be traveling at night. At some point, you are going to have to stop, if only to let your horses rest—especially the one pulling the wagon. Tiergan and whatever horses you took with you and back from Wheelwatch are now just done: they haven’t got any walk left in them—they covered the 24 miles back to Kalaman. You can rest in your new wagon(s); your horses can’t. Statblocks — Edited May 5 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted May 5 Clone Share Posted May 5 Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 75/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 3/3 | Magic Awareness: 2/2 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. +1 Red Dragonnel Shield+1 shield that offers resistance to fire damage “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . Having handed over the vast majority of all the coin and other fancy things he'd collected, Modri feels a weight lifted on his shoulders. With Michelle's display, he's holding in a laughter, until they're finally gone. "Ahar! Now that's an exit!" He shakes his head smiling. "Damn war. Makes me wonder how many fun and fiery folk are in the Dragon Army ranks. Plenty of cowards and fiends to be sure, but likely a handful I'd share a drink with if given the chance. Alas, can just share a fight with them." He glances at those still around. "I'm a mind to say the same thing or worse if anyone asks me to be prim and proper. Doesn't matter, since it looks like we're heading out again." - Modri offers up 50 gold to get the supplies, wagons, and horses they need. His pack is much, much lighter now, just over 200 gold worth left before his contribution. Even that much feels like far too much for the Dwarf, but realizes these are strange times. The exchange earlier with Michelle has put Modri in a good mood. OOC Movement: - Bonus Action: - Action: - Reaction: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 5 Clone Share Posted May 5 Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC17 Splint armor, lieutenant dragonarmy uniform +2 Shield, dragonarmy +1 Cloak of Protection 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft. Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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