AFreebornManoftheUSA Posted April 3 Author Clone Share Posted April 3 While Alberich recalls the basics of Arda's reign, he can't remember any details. After all, this tiny corner of Arelas doesn't hold much significance to the rest of the civilized world. Dragos, on the other hand, is too struck by something he notices in the traitor's eyes to bother recalling any history. There's something not quite right about Effalreich. Something not quite human. Something malevolent is behind his eyes. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted April 4 Clone Share Posted April 4 Dragos Draper - Cleric of Heilja Dragos nods to the prisoner and takes a step back. When Effalreich is not looking, he catches Belithar's eye and shakes his head. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted April 14 Clone Share Posted April 14 Prof. Alberich von Nibelungen, Rock Gnome Wizard 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. Scratching his head, the Professor tries mightily to remember the significance of the names "Bron" and "Arda". And the man's wording was odd -- "What if we could have Arda back on the throne?" Vell, he does look a bit verrückt, I vould admit. HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC N/A Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted April 19 Clone Share Posted April 19 Sir Belithar Galviston While Sir Belithar maintained his steely gaze, deep down he couldn't help but feel crestfallen at the fate of his friend. What has become of such a noble an honorable man? What ill-favored words wormed into his ear to make him believe such things? Still, though his expression was unwavering, his voice did begin to soften as pity found its way to his heart. With a sigh, he continued, "Sir Effalreich, what you speak of is blasphemous. Returning to life those who have earned their eternal rest? Piercing the veil between the living and the dead? The days of those lords are behind us, but who knows what days there are to come? We must be the shepherds and the guardians of these people, not their usurpers or tyrants." He shook his head sadly. "And you forget your history, old friend. Arda is not the sort of lord to foster prosperity and goodness among his people. He forced the likes of you and me out during his reign, for he sought to conquer death in any way he could, and it was only our commitment to righteousness that ended his evil forever. He is not the example we should be following!" Mechanics & OOC Statblock Sir Belithar Galviston Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 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. OOC: Making the History and Insight check! Name xDiceName xDiceResult xDiceString xDiceRolls History 8 1d20-1 9 Insight 11 1d20+2 9 Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted April 23 Author Clone Share Posted April 23 OOC Belithar, roll a persuasion check. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted April 23 Clone Share Posted April 23 Persuasion! Name xDiceName xDiceResult xDiceString xDiceRolls Persuasion 7 1d20+5 2 Advantage 22 1d20+5 17 Link to comment Share on other sites More sharing options...
mzipser Posted April 23 Clone Share Posted April 23 Dragos (who is proficient in Persuasion, will speak to the prisoner as well to help Belithar convince him. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted April 24 Author Clone Share Posted April 24 With the aid, Belithar gets advantage so go ahead and roll again. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted April 26 Author Clone Share Posted April 26 Effalreich's visage changes and a look of fear and trepidation comes over him. He seems to struggle to speak for a second then blurts out, "You don't understand. I only wanted to restore Bronwend's greatness. I didn't know....I didn't know he would." Suddenly, he falls to the ground and clutches his head, "No!! No, leave, get out of here!!!" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted April 26 Clone Share Posted April 26 (edited) Sir Belithar Galviston The look on the Templer's face hardened as he heard Effalreich's sudden change in expression. Narrowing his gaze, his eyes began to glow softly as he took in the scene, his hand slowly reaching for his sword. "What is it? What's wrong?" Mechanics & OOC 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. OOC: Sir Belithar will use his Divine Sense to try and detect any celestial, fiend, or undead in the area. He will also stay aware for any imminent threats to the party or Effalreich. Edited April 29 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 1 1d20 1 Link to comment Share on other sites More sharing options...
mzipser Posted April 27 Clone Share Posted April 27 Dragos Draper - Cleric of Heilja Dragos leans in and whispers to Belithar, "There's something off with him. Something not human, I think something has control of him or something." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted April 29 Author Clone Share Posted April 29 (edited) OOC Everyone roll initiative. If you beat Effalreich's init, go ahead and post an action. a b c d +--+--+--+--+--+ 01 |Ef| | | | +--+--+--+--+--+ 02 |Be| |Co| | +--+--+--+--+--+ 03 | | | |Ka| +--+--+--+--+--+ 04 |Dr| | |Al| +--+--+--+--+--+ First Round Name AC Init Condition Action Be= 19 Al= 12 Co= 14 16 Ef= 15 13 Ka= 14 6 Dr= 13 4 Edited April 29 by AFreebornManoftheUSA (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Effalreich Initiative 13 1d20+3 10 Link to comment Share on other sites More sharing options...
mzipser Posted April 29 Clone Share Posted April 29 Dragos reacts Name xDiceName xDiceResult xDiceString xDiceRolls Init 4 1d20 4 Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted April 29 Author Clone Share Posted April 29 Kartak and Cormo Name xDiceName xDiceResult xDiceString xDiceRolls Kartak 6; 16 1d20+1;1d20+2 [5]; [5,14] Link to comment Share on other sites More sharing options...
rogueblade0729 Posted April 29 Clone Share Posted April 29 The Incredibly Nimble Paladin initiates! Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 15 1d20 15 Link to comment Share on other sites More sharing options...
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