Jump to content

Act 3: Return


Recommended Posts

  • 1 month later...
Sir Belithar Galviston

766b747e9da5768738ddb316f5f45190--fantasy-male-fantasy-warrior.jpg

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 46/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

    This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a 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 Zarovitch, 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)
  • Lay on HandsYour 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 x 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.
    (20/20)
  • Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    DEFENSE
    While you are wearing armor, you gain a +1 bonus to AC.
  • Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
  • Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.

    TENETS OF THE CROWN
    The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
    LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
    LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless.
    COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
    RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
  • Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options.

    CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.

    TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
     (1/1 per rest)

Feats

  • Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits:

    Increase your Strength score by 1, to a maximum of 20.
    While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

The ride was... strange. Despite the relatively short amount of time that has passed since that fateful day when the goblins attacked, starting this long adventure he's been on, he began to feel weary as if he had just marched a hundred miles in full gear in the summertime. His youthfulness allowed him to push through his exhaustion, but the days were longer and the fights were more deadly. Double-checking the sacrosancti as it was hidden within one of his saddlebags, he lowered his head in a moment of reverence for his god.

"Artema, the weight of the burden you have placed on me is growing heavier each day I bear it. Please, grant me the strength to carry on, and the grace to do your will with a full heart," he prayed softly. Then, lifting his head once more, he returned his attention to the road and the ride back to Castle Bronwend. It was as safe of a location as any, and they would need to rest and resupply before they set out again to hunt down this vampire. Likewise, they may be able to pick up a few additional companions for a quest as perilous as that one.

Link to comment
Share on other sites

  • 3 months later...

Summary: While hiding from the orc tribe following Alberich, the party members see some boaters approaching the shore. The gnome wizard sends the boaters a message persuading them to turn and flee. The orcs run to the shore and shout angrily at them. The party now has the option to try and sneak past the orcs, attack them from behind or wait. Belithar urges waiting.

 

 

Link to comment
Share on other sites

 

Prof. Alberich von Nibelungen, Rock Gnome Wizard

Prof Alberich von Nibelungen.jpg

Statblock

b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

The tiny gnome bobs his head up and down emphatically in agreement with the others. "Ja, ja -- let us vait."

HP: 26/26
AC: 12
Spells: Lev1 -- 4/4; Lev2 -- 3/3

 

Edited by artsmythe (see edit history)
Link to comment
Share on other sites

 

Prof. Alberich von Nibelungen, Rock Gnome Wizard

Prof Alberich von Nibelungen.jpg

Statblock

b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

Following his natural instincts, the Professor tries to remain as silent and inconspicuous as possible to the orcs.

Unfortunately he bumps into Dragos.

HP: 26/26
AC: 12
Spells: Lev1 -- 4/4; Lev2 -- 3/3

 

Edited by artsmythe (see edit history)
Name
Stealth
5
1d20+2 3
Link to comment
Share on other sites

Drago tries most dutifully to stay still. In order ti stabilize himself as he squats down, he puts his left down just behind him and onto a patch of moss over tree stumps, the only firm ground here on the overgrown riverside. In so doing, he disturbs a nest of zap lizards and yelps as their stinging shocks bite his fingers.

Belithar, already on edge, turns to tell the cleric to Heila to quiet down but does it far too loudly.

The orcs all turn to the party and snarl.

They don't know precisely where you are, but they will know in about 12 seconds (2 rounds)Content...

Link to comment
Share on other sites

Prof. Alberich von Nibelungen, Rock Gnome Wizard

Prof Alberich von Nibelungen.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

Groaning inwardly at the awful luck his newfound friends have with stealth, the small rock gnome unleashes a Web spell on the orcs. Grabbing a pinch of spiderweb from his handy component pouch, he waves his staff again in a novel way and mumbles some more incomprehensible syllables in a guttural, arcane tongue.

HP: 26/26
AC: 12
Spells: Lev1 -- 4/4; Lev2 -- 2/3

OOC

Alberich's Spell DC is 13.

 

 

Edited by artsmythe (see edit history)
Link to comment
Share on other sites

Orc dex saves. Dice to come.

Name
roll
21; 15; 10; 17; 20; 17; 4; 12; 17
1d20+1;1d20+1;1d20+1;1d20+1;1d20+1;1d20+1;1d20+1;1d20+1;1d20+1 [20]; [20,14]; [20,14,9]; [20,14,9,16]; [20,14,9,16,19]; [20,14,9,16,19,16]; [20,14,9,16,19,16,3]; [20,14,9,16,19,16,3,11]; [20,14,9,16,19,16,3,11,16]
roll
8; 9; 2; 18; 7; 10; 13; 4; 9
1d20+1;1d20+1;1d20+1;1d20+1;1d20+1;1d20+1;1d20;1d20+1;1d20+1 [7]; [7,8]; [7,8,1]; [7,8,1,17]; [7,8,1,17,6]; [7,8,1,17,6,9]; [7,8,1,17,6,9,13]; [7,8,1,17,6,9,13,3]; [7,8,1,17,6,9,13,3,8]
Link to comment
Share on other sites

[code] a b c d e f g h i j k l +--+--+--+--+--+--+--+ 01 |O1| | |O3wO4| | | +--+--+--+--+--+--+--+ 02 | |O2| |O5wO6| | | +--+--+--+--+--+--+--+ 03 |O7|O8| | w | | | +ww+ww+ww+ww+--+--+--+ 04 | | | | | |O9| | +--+--+--+--+--+--+--+ 05 | | | | | | | | +--+--+--+--+--+--+--+ 06 | | | | | | | | +--+--+--+--+--+--+--+ 07 | | | | | | | | +--+--+--+--+--+--+--+ 08 | | | |Dr|Be| | | +--+--+--+--+--+--+--+ 09 | | | |Ka| |Co| | +--+--+--+--+--+--+--+ 10 | | | | |Al| | | +--+--+--+--+--+--+--+ [u]First Round[/u] Name AC Init Condition Action Be= 19 DODGE Ka= 14 Dr= 13 Co= 14 Al= 12 O1= 15 WEBBED O2= 15 WEBBED O3= 15 O4= 15 O5= 15 O6= 15 O7= 15 WEBBED O8= 15 O9= 15 w= Extent of the web [/CODE]
Code:
                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |O1|  |  |O3wO4|  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |O2|  |O5wO6|  |  |   
                           +--+--+--+--+--+--+--+
       03                  |O7|O8|  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |O9|  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |  |  |  |  |  |   
                           +--+--+--+--+--+--+--+
       08                  |  |  |  |Dr|Be|  |  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |Ka|  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
 First Round 
Name     AC   Init  Condition   Action
Be=      19         DODGE   
Ka=      14                        
Dr=      13                 
Co=      14
Al=      12
O1=      15    WEBBED
O2=      15    WEBBED
O3=      15
O4=      15
O5=      15
O6=      15
O7=      15   WEBBED
O8=      15
O9=      15
w= Extent of the web

 

Link to comment
Share on other sites

×
×
  • Create New...