Cointhief Posted Wednesday at 10:59 PM Author Clone Share Posted Wednesday at 10:59 PM Starhaven (Celsior) Crossing the land bridge leading to Andru's palace, the Prince felt like he was traipsing forth to another world. A familiar world of cutthroat etiquette, triplicate forms, and snobby postures of power...where quick handshake deals could foil weeks of real governance, and the silent brooding master plans of political geniuses ever-churned beneath the surface. High court. By appearances Andru was neither the hardened spacer nor the wasteful hedonist of his forefathers. He embraced pomp and the noble-class, the good majority of government levers in the hand of his council. It was one such agent that found Celsior, and attempted to correct his most grievous errors. "...I'm sorry, were you here representing the Fleet, or representing Alfheim? And you are carrying a letter of pedigree I assume, properly notarized? Hrm. Did you have a statement prepared?" Apparently the twit had a game. The longer he stood there, the more excuses to deny entry he would come up with. But Celsior had all the right documents. He really was the Prince of Alfheim. Question remains though, are you here as Fleet or as Prince? Or at least, what do you tell this middle man? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted Thursday at 12:06 AM Clone Share Posted Thursday at 12:06 AM Celsior Loriniscil, Prince of Alfheim AC12 Studded Leather armor +3 Dex 15 +4 Bladesong 19 +5 Shield 19 | Inspiration Yes | HP 42/42 | HD 6/6d6 StrSave -1 Athletics, proficient +2 8 | DexSave +3 Initiative +3 Acrobatics +3 Sleight of Hand +3 Stealth +3 16 | ConSave +2 14 | IntSave, proficient +7 Arcana, proficient +7 History, proficient +7 Investigation, proficient +7 Nature +4 Religion +4 18 | WisSave, proficient +3 Animal Handling +0 Medicine +0 Insight +0 Perception, proficient +3 Survival +0 10 | ChaSave +0 Deception +0 Intimidation +0 Persuasion, proficient +3 Performance, proficient +3 10 StepStarlight Step 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. 3/3 | Shield 0/1 | BladesongStarting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. While your bladesong is active, you gain the following benefits: * You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). * Your walking speed increases by 10 feet. * You have advantage on Dexterity (Acrobatics) checks. * You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). 2/3 | RecoveryArcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. 3/3 Spellcasting +8 DC 16 | CantripsAE: Light VM MI1: Mage Hand VS MI2: Minor Illusion SM 1 Prestidigiation VS 2 Sword Burst V 3 Toll the Dead VS 4 Booming Blade VM | 1st1. Magic Missile VS 2. Shield VS Reaction 3. Sleep VSM 4. Burning Hands VS 3d6 Dex 5. Absorb Elements S Reaction + Detect Magic VS Ritual Concen + Find Familiar VSM Ritual + Alarm VSM Ritual 4/4 | 2nd6. Invisibility VSM Conc, 1 hr 7. See Invisibility VSM, 1 hr + Suggestion VM Conc, 8 hr 3/3 | 3rd8. Fireball VSM 9. Fly VSM, 10 minutes, Concentrate 10. Hypnotic Pattern SM, Int save, Concentrate + Tiny Hut VSM, Ritual 3/3 Starhaven The closer and closer Celsior gets to the palace, the more and more comfortable and confident he becomes with the courtly battles. He had spent decades in this arena, before his queen and mother allowed him to enter the fleet academy, so that he could experience the universe. When addressed by the doorman, he cloaks himself in his well-practiced, royal etiquette. "Prince of Alfheim. I've my scroll of pedigree here." "My business is with the prince." His voice drips with condescension at the gall of the bureaucrat to demand his papers. Mechanics Active effects Familiar, Light Action - Reaction Cast Shield if it matters increasing AC from 19 to 24 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DM-Tareth Posted Thursday at 03:52 AM Clone Share Posted Thursday at 03:52 AM Yahs Anirys Plasmoid Monk (Way of Mercy) 6 CG AC: 16 | HP: 46/46 | HD: 6/6 | PP: 13 | Inspiration: Yes | Speed: 45 ft | GP: 60 Str 10 (0) Dex 18 (4) Con 12 (1) Wis 16 (3) Int 11 (0) Cha 10 (0) Attacks: Spear (P)1d20+7;1d6+4 | Unarmed(B) 1d20+7;1d6+4 | Sling(B)1d20+7;1d4+4 | Quarterstaff-Mop(B) 1d20+7;1d6+4 Magic: Sacred Flame (DEX vs DC13; 1d8) | Shield of Faith(Bonus; +2AC) | Ki Pool: 5/5 Send in the Clowns... "Ah!" Yahs' head suddenly bursts into a series of startled spikes making her look like a rubbery mace dressed in a floppy hat and Fleet uniform. "What? Oh..." She turns to Rush after he taps her. Slowly she morphs herself back into her usual, slightly melted human face. The gun lowers, but her internal fluids are still percolating like an overheated coffee pot. "Sorry. I didn't realize you meant to drop in on an actual circus with *gack* real blasted clowns. I really don't care for clowns. Not since....the...I just don't like 'em." She shakes her head, holsters the pistol which continues to grumble and mumble in her head while gripping her mop with a warning glare at any mime or painted face that gets too near. "Another step closer and its a face full of Spit and Shine Premium Lemon Fresh to wipe that bloody makeup right off." She adds with a flourish of the business end of her mop. Turning back to Rush she gives the racer a terse nod. "A reasonable deduction. I wouldn't put it past this lot to get their kicks by bumping off a trio of philosophy students. There's nothing clowns...and mimes...like less than a logical debate. Ask your questions. They'll probably answer with a blasted limerick or some nonsense, but it's worth a shot." She says trying to watch every direction at once. But for the moment she manages to maintain a certain amount of calm. "Then let's get the hells out of here." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted Thursday at 11:18 AM Clone Share Posted Thursday at 11:18 AM Jerrolt My words | My thoughts | My Actions AC 16 HP 69/69 Speed 25 ft., PP 12 PInv 9 PIns 12 Astral Spark+3 force damage to any simple or martial weapon ●○○ Second Wind1d10+6 ○ Action Surge ○ Arcane ShotPiercing Arrow You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class. Enfeebling Arrow You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class. ●○ Starcharts of Souls Jerrolt considers the shopkeeper's words regarding his uncle Rebus, he makes grunting noises carefully and does not find what he says at fault but does not agree on the conclusion, ultimately. "Wildspace does change a soul. But if the journey alone is enough to determine what we are, many of us would be greater than we are: yet so few answer up to their potential. What we become is often in our own hands, and hand on my musket, I will forge my own path, darkness or no. No script yet offered me satisfies." He bows, when the time to depart comes, and follows along, wondering who Mirt is. Big Trouble in Little Shoutown "Back from Merc patrol, and richer for it: I have come into information as well as my regular pay, for what any of it is worth." He takes the zhajiangmian and begins by mixing the vegetables and meat into the noodles, before picking up a large mix of noodles, wrapping the desired effect inside of its snakey confines, and devouring it loudly. "Mmm. This is why I come back from Wildspace." He gets to the point, his countenance changing. "Sadly no, I will not be visiting Toril for some time. There is... Hm. I met some travelers who brought with them a worrying tale. A crystal vine has launched itself out of Toril's side, and more are popping up across the world just like it, if the tale is to be believed. I believe the world is being devoured, for what purpose I know not. But it may be wise to get word to your kinfolk of that world, for their preservation and your sanity. I would hate to stain these noodles with tears, knowing I could do something to help stop that." Word on the Stars If there's one thing he needs, it's the word on the Rock and the Coster's is the best place to get it. What is going on in the wider Astral Sea? What are the trends? And where are the best places to get new types of munitions for him to murder with? He wanders, listening, sometimes talking, sometimes invoking the family name to hear more than he otherwise would. It's a dirty business, and sometimes, it's the best way to hear about what's going on in the wider world. Out of Character Situational: See rolls below for the social stuff at Coster's Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Deception with Advantage 22 keep(2d20,highest,1)+4 [18,10] Link to comment Share on other sites More sharing options...
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