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Chapter 00: Prelude C (Scales of War)


Kamishiro_Rin

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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 1 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 14/14 (1d10+2+2) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str:Save: +3
Athletics: +3

Carrying Capacity: 180 lb.
Lift/Push/Drag: 360 lb.
12 (+1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2☆

☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.
 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +2
Religion: +0
10 (+0) | Wis:Save: +3
Animal Handling: +5
Insight: +5
Medicine: +3
Perception: +7★
Survival: +5

★Expertise in Perception (Deft Explorer - Canny)
17 (+3) | Cha:Save: -1
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
 8 (-1)

Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Hearing the sounds of huffing and puffing from behind, Merituuli quickly turns around to see another dwarf rushing as fast as he can towards them.  Perhaps one of the soldiers who managed to get away?  He doesn't seem to be in league with these beasts...

He turns back around to face his foes just as the red-scaled one, apparently the leader, rushes away with two of its green-scaled kin, leaving two more green-scales to rush towards him and his allies.  Cursing under his breath, he says to his companions, "We can try to track the cowards later!  For now, we have more pressing concerns!"

Indeed, as the two green-scaled enemies dash forward, Merituuli lets loose his readied shot.  However, the beasts are still a bit distant, and his bolt goes wide.  Seems the wind is not at my back quite yet!  He follows his companions as they rush into the fray, closing the distance with the draconic fiends and reloading his heavy crossbow with another bolt.

OOC

Action: Dash

Bonus Action: —

Movement: 30 ft. + 30 ft. towards the foes, for 60 ft. total.

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

 

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

19/20 Crossbow Bolts

 

Class Features:

  • 2/2 Favored Foe Marks
Edited by PhoenixSlayer (see edit history)
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Monstrosity   The two monstrosities move another 60 feet towards you! “Yth re gethrisjir ekess oplin wux sumf persvek sil!” the one on your left growls at you gutturally in draconic.

   “Yeah! We split you down middle!” the other one barked in common. They’ve raised their “shortswords” to slash at you when they eventually reach you.

 

 

 

 

 


Round II

   It’s your turn! I know it’s far, but anyone with ranged attacks should use them!

  • ArtanisHP 14/9 – Temp. HP – Bardic Inspiration (1d6) – 120 feet away
  • ColtanHP 21/21 – 180 feet away
  • MerituuliHP 14/14 – 120 feet away
  • MeryelleHP 10/10 – 125 feet away – Keeping behind Artanis & Merituuli
  • MordriHP 18/18 – Bardic Inspiration (1d6) – 130 feet away
  • Draconic Monster 1HP 11/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Draconic Monster 2HP 11/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
OOC

   I used “Draconic Translator” to translate their draconic speech. Mery can understand the first one perfectly saying, “We’re going to split you lot in half!”

Edited by Kamishiro_Rin (see edit history)
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Level 1 Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 18/18 (1d12+3+2+1) | Speed: 25 ft.
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con:16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish


Modri sees the gap widening between himself and those he's travelling alongside. Keep running. Keep running...

Modri considers the distance between himself and the monsters, knows he has some javelins... but the distance is far, and he'd as soon not make a fool of himself by missing wide or short. No, there's something else he feels he can do far better...

"Aha! There's the spirit ya scaled brutes! Unlike that red, little sissy lizard gone off scamperin' and cryin' to his mommy cause he's a wimpy, weeping, wishy-washy, wallowing wuss!" He shouts loud hoping the ones that fled can hear him, hoping they come back... hoping he's not getting ahead of himself and risking all their lives. We got this... we got this...

 

OOC

Move and action Dash for 50' of movement total (again).

Will also roll for... let's say Intimidation with his taunts to try to get the other enemies to come back.

 

Edited by Peacemonger (see edit history)
Name
Intimidation (Taunt)
18
1d20+1 17
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spacer.png                       Meryelle "Mery" Keryndon

                         Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 10/10 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 10, Passive Insight 10, Passive Investigation 14
Str:Save: -1
Athletics: -1

Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
8 (-1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2
.
14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +0
Religion: +0
14 (+2) | Wis:Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
11 (+0) | Cha:Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5
13 (+1)

Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


Upon hearing the creature's taunt in Draconic, Mery considers replying in kind to let the creature know she can understand it, but then quickly discards the idea. 'Why give up a potential advantage unnecessarily?  That other one is translating.'

Cursing under her breath for not removing her weapon when the others did, she unshoulders her shortbow and nocks an arrow, slowing her pace so she can stay at range for as long as possible. Then she draws, aims at the creature that spoke Draconic, and looses!

In keeping with it being her first real fight, however, her hands shake from her nervousness when she looses and the shot flies wide off into the surrounding forest.  'Blast it - there's no getting that arrow back.'

At the reassurance Artanis gives her, her cheeks redden and she almost drops her her shortbow, she's so startled by his encouragement. 'Why is he...?  I completely foozled that shot!'  At the same time, as she firms up her grip on the shortbow, his words seem to wash away her nervousness, and she finds herself able to attack the same creature again.  'Nock...draw...aim...loose!'  From her current location, she's unable to tell if the shot hits or not, though she thinks it missed.  'But at least that one flew toward the creature.'

Next, she turns her attention to Merituuli and begins singing a sassy song that reminds her of the Sea Elf's ebullient personality.

🎵I'm gonna take this itty-bitty world by storm
And I'm just getting warm 🎶
🎵Just like that guy, they called him Cassius
Watch me bash this beat like a skull 🎶
🎵Don'tcha know I had beef wit'
Why do you riff with me, a maniac psycho 🎶
🎵And when I pull out my jammy, get ready 'cause it might go
Blauh! How ya like me now? 
🎶

 

OOC

Action: Shortbow attack, with disadvantage due to range, plus second attack from Artanis' Battlefield Presence, also at disadvantage.

Bonus Action: Bardic inspiration to Merituuli

Movement: Will move forward up to 10 feet, only if Artanis and Merituuli do, keeping behind them.

Reaction:

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Ammunition:

   18/20 arrows in quiver, 4 arrow bundles in backpack.

Spellcasting:

   Mery is a 1st-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bards available for spontaneous casting from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (2/2 slots): healing word, hideous laughter

Class Features:

  • 0/3 Bardic Inspiration

 

OOC

Music Credit:  Mama Said Knock You Out, by LL Cool J, with minor modification by me.

@PhoenixSlayer Merituuli now has Bardic Inspiration

Edited by tbgg
Actually, I DID roll at natural 1 and edited post to reflect that. (see edit history)
Name
Crossbow attack 1, at disadvantage
22; 5
1d20+4;1d20+4 [18]; [18,1]
Crossbow attack 2, at disadvantage
16; 11
1d20+4;1d20+4 [12]; [12,7]
damage from attack 2, if any
5
1d6+2 3
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Level 1 Human Knight of Solamnia


AC: 18 (Chainmail, Shield) | HP: 9/9 (5 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | DexInitiative: +2★
Save: −1
Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆
★ Add Cha to Initiative (class feature)
☆ disadvantage on Dexterity (Stealth) checks from Chainmail 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: +5
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,  | My actions . . .


 

Artanis continues forward, steadying his shield as he does, adjusting the grip on the suddenly slick pommel of his sword. Truth was, all the training in the world couldn't make up for the real thing - couldn't prepare him for facing down charging aberrations as they howled threats in a mixture of their guttural tongue and broken common. But bravery, as Ser Brightblade had said, arose not from comfort but fear. Like their steel, a knight needs forged in fire.

He glances back to his companions, taking in the lay of the land. Modri is still making steady progress, but he was not as quick as the rest of them. He slows a little to let the dwarf catch up, and Modri thunders past him. Mery too slows her dash he sees, unslinging her bow and nocking an arrow. He traces her aim to the draconian... "Steady," he murmurs reassuringly as he passes her, "and loose again!" Soon the enemy would be on them, and he would show his mettle.

 

OOC

Action: Battlefield Presence - Grant Mery Additional Attack.

Bonus Action: 

Movement: Move 30 ft. towards Draconids.

Reaction: 

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [4]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 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:

   —

Class Features:

Precise Strike. 2/2

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

 

Edited by PureChance
Cloned 3 times for some reason! (see edit history)
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 spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 16/18 (Chain Mail +2 Shield) | HP: 21/21 (2d8+6+2) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
StrSave: +2

Athletics: +5

Carrying Capacity: 210 lb.
Lift/Push/Drag: 420 lb.
:
14 (+2) | DexInitiative: −1
Save: −1

Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆

☆ Chain mail gives disadvantage
:
8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0

Arcana: +0
History: +0
Investigation: +2
Nature: +0
Religion: +2
:
10 (+0) | WisSave: +5

Animal Handling: +5
Insight: +3
Medicine: +3
Perception: +5
Survival: +5
:
16 (+3) | ChaSave: +2

Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +2
:
10 (+0)

Languages: Speak, read, and write Common and Dwarvish


The dwarf chugs behind the long-legged.  We dwarves are natural sprinters.  Very dangerous over short distances. 

At least those monsters stopped!  He appreciates with his lungs burning like a furnace.


OOC

Action: Dash 25 ft, Total 50 ft

Bonus Action:

Movement: Move 25 ft

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 3/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

 

Edited by JubalBreakbottle (see edit history)
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 1 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 14/14 (1d10+2+2) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str:Save: +3
Athletics: +3

Carrying Capacity: 180 lb.
Lift/Push/Drag: 360 lb.
12 (+1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2☆

☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.
 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +2
Religion: +0
10 (+0) | Wis:Save: +3
Animal Handling: +5
Insight: +5
Medicine: +3
Perception: +7★
Survival: +5

★Expertise in Perception (Deft Explorer - Canny)
17 (+3) | Cha:Save: -1
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
 8 (-1)

Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


As the two forces continue to close the distance with each other, Merituuli allows both the foul-mouthed Modri and knightly Artanis to pass by him, placing himself between them and Meryelle.  They intend to split us down the middle, then?  Perhaps a bolt to the face will make them rethink that notion.

He is just about to aim at the same target Meryelle had fired upon when the half-elf weaves an inspiring tale of a brave warrior fighting against the world.  He finds himself nodding along to the beat, his over-tensed muscles loosening, letting the music flow through him to quiet his nerves.  Newly inspired, he confidently aims and fires at the approaching fiend.  Alas, even with her inspiration, the bolt flies just past the green-scaled monster.

"Sorry, no 'Blauh!' yet!"

OOC

Action: Fire Heavy Crossbow at Draconic-speaking enemy, using Bardic Inspiration.

Bonus Action: —

Movement: 20 ft. forward to end up in Heavy Crossbow range.

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

 

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

19/20 Crossbow Bolts

 

Class Features:

  • 2/2 Favored Foe Marks
Edited by PhoenixSlayer (see edit history)
Name
Heavy Crossbow Attack
10
1d20+4 6
Heavy Crossbow Damage
4
1d10+2 2
Bardic Inspiration!
1
1d6 1
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Monstrosity   Mery’s nerves get the better of her and her first shot flies wide, out into some trees, never to be found again. Her second shot, however, only flies just past the greener monster’s head. Then Merituuli’s bolt flies past the other side of his head, too, with an audible ‘thunk’ in the grass behind him.

   The two green-hided bipedal beefy reptilian monsters dash another sixty feet at you!

   “Svanoa bevi wux relgr udoka tilsini, ifyoev sthyr!” the greener of the two yells, pointing his shortsword at you.

   “Kha Kha Kha! Wer usjalil svaust ui tesantamaso shilta barely jotop kagh wer maof sthyr shilta ti jotop sva shio!!!” the tan-green one laughs to the other as they close the gap. His guffaws are grating on the ears—not just because they’re insulting, but literally grating, sounding like gravel scraping against gravel!

   “Malai! Jiil di nomenes agmasaon gewjtokvi donotresk ve! Tir ti qe riyita!” the greener one barks back at him, not laughing at all.


Round III

   It’s your turn! Finally, Artanis and Modri, at least, are within melee fighting distance! Have at it!

  • ArtanisHP 9+5/9 – 5 Temp. HP – Bardic Inspiration (1d6) – 30 feet away
  • ColtanHP 21/21 – 70 feet away
  • MerituuliHP 14/14 – Bardic Inspiration (1d6) Used – 40 feet away
  • MeryelleHP 10/10 – Battlefield Presence Used – 55 feet away
  • MordriHP 18/18 – Bardic Inspiration (1d6) – 20 feet away
  • Dark Green Draconic Monster 1HP 11/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Tan-Green Draconic Monster 2HP 11/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
OOC

Mery can understand

“How dare you call us lizards, short man!”

“Ha ha ha! The scared lady can barely shoot and the blue man can’t shoot at all!”

“Idiot! Two of those almost actually hit me! Don’t underestimate them!”

It’s not a “house rule”, so to speak, but I’ve always used the armor’s value ‘rule’ when describing misses: If you miss by If you miss by the armor’s protective value or less, then you “hit” but scrape/plink/bounce/slide off armor/hide/thick fur/whatever. If you miss by more than the armor’s value, then it fails to connect. Again, this isn’t a house rule, but it’s how I will personally interpret your results. If you want to describe something differently, I’ll be happy to respect that description in the future.

Edit: I just realized that the 5-or-less ‘rule’ is for skill failures. Armors have their own protective value. In this case, +2 natural armor, so it makes sense that Mery and Merituuli both shot wide and missed completely.

Edited by Kamishiro_Rin (see edit history)
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Level 1 Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 18/18 (1d12+3+2+1) | Speed: 25 ft.
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con:16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish


Modri finds himself at the tip of the spear of the charge... exactly where he wants to be. His eyes grow wide, his teeth grin as his jaw tightens, and he finds there's only one more word he needs to say...

"MOOOOOODREEEEEE!"

Shouting his battlecry he closes the distance and swings his warhammer upward. He feels the strike connect, and readies himself to see just how hard these creatures can hit back.

Don't disappoint me. 

 

OOC

Bonus Action Rage

Move up and attack. Will go for the green one because he's not laughing.

 

Edited by Peacemonger (see edit history)
Name
Attack the Green monster
18
1d20+5 13
Bludgeoning Damage
6
1d8+5 1
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spacer.png                       Meryelle "Mery" Keryndon

                         Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 10/10 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 10, Passive Insight 10, Passive Investigation 14
Str:Save: -1
Athletics: -1

Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
8 (-1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2
.
14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +0
Religion: +0
14 (+2) | Wis:Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
11 (+0) | Cha:Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5
13 (+1)

Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


Mery decides that feeling scared doesn't have to be a disadvantage.  'Only makes them that much more likely to underestimate me, that green one's warning notwithstanding.'

"Next time, Sea Elf.  We got this!" She uses her bardic training to adjust the pitch of her voice to make it sound confident and unworried. 'Part of this battle is in the mind and heart.  If he believes he can, he will.'  To her surprise, she realizes that applies to her foozled shot as well, and a small chuckle escapes from her lips.  

Deciding that a different approach is in order, she then weaves her magic into her voice, saying to the dark green creature, "You know, if you ate trash, we'd have to call it cannibalism."

 

OOC

Action: Cast Vicious Mockery cantrip, DC 13 WIS (Range: 60 ft)

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Bonus Action: —

Movement: —

Reaction:

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Ammunition:

   20 arrows in quiver, 4 arrow bundles in backpack.

Spellcasting:

   Mery is a 1st-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bards available for spontaneous casting from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (2/2 slots): healing word, hideous laughter

Class Features:

  • 3/3 Bardic Inspiration

 

OOC

OOC comments, if I have them,  will go here.

Edited by tbgg (see edit history)
Name
Vicious Mockery damage
1
1d4 1
Dark Green Monster Wis SV
17
1d20-1 18
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Level 1 Human Knight of Solamnia


AC: 18 (Chainmail, Shield) | HP: 9/9 (5 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | DexInitiative: +2★
Save: −1
Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆
★ Add Cha to Initiative (class feature)
☆ disadvantage on Dexterity (Stealth) checks from Chainmail 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: +5
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,  | My actions . . .


 

'This is it' Artanis thinks as Modri charges into the fray 'time to show my worth' . He steps forward with a confidence born largely of adrenaline, and moves round to flank the beast Modri's axe bit deeply. Taking advantage of it's momentary distraction, he focuses his eye on a spot the scales seem weaker, and thrusts his sword under its arm.

He strikes true, and blood gushes from the wound, leaving the creature collapsing on the floor. He turns to the remaining one, his face grim.

 

OOC

Action: Longsword Attack Dark Green Enemy.

Free: Precise Strike

Bonus Action: 

Movement: Move up to Dark Green Draconian.

Reaction: 

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [4]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 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:

   —

Class Features:

Precise Strike. 1/2

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

 

Edited by PureChance (see edit history)
Name
Longsword
24
keep(2d20,highest)+5 11,19
Damage
12
2d8+3 5,4
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 spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 16/18 (Chain Mail +2 Shield) | HP: 21/21 (2d8+6+2) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
StrSave: +2

Athletics: +5

Carrying Capacity: 210 lb.
Lift/Push/Drag: 420 lb.
:
14 (+2) | DexInitiative: −1
Save: −1

Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆

☆ Chain mail gives disadvantage
:
8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0

Arcana: +0
History: +0
Investigation: +2
Nature: +0
Religion: +2
:
10 (+0) | WisSave: +5

Animal Handling: +5
Insight: +3
Medicine: +3
Perception: +5
Survival: +5
:
16 (+3) | ChaSave: +2

Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +2
:
10 (+0)

Languages: Speak, read, and write Common and Dwarvish


The dwarf keeps chugging behind the long-legged.  Now, his heart feels like it will burst.  He calls out to the elf and woman who are only fifteen to twenty feet ahead of him between heavy breaths, "What... what...  what are those... those things?"

In his mind, Coltan starts realizing the limitations of his new warhammer and short legs.  Maybe next time, I should pray to Reorx for a crossbow.  He huffs and puffs, when the head of his bluish steel warhammer ignites on fire!  He tries to uselessly extinguish the blue flames by waving the hammer around.  Unconscionably, his stride slows to focus on his flaming hammer that he starts to address, "I was kidding!  I would not exchange you for a crossbow."

He comes to stop now completely focusing on the flaming hammer that he is waving around.  "Of course you're useful.  But my pappy always said to never only bring a hammer to a bow fight."  With that, the blue flame discharges from the head of the hammer and harmlessly slams into the tan draconian. 

"Woah!  Woah!  Woah!  By the Worldsmith!"  The dwarf exclaims in astonishment staring eye level at the warhammer.

 


OOC

Action: Cast Sacred Flame

Bonus Action:

Movement: Move 25 ft

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 3/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

 

 

Edited by JubalBreakbottle (see edit history)
Name
Sacred Flame (V, S). Dex DC 13 vs tan
15
1d20+1 14
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 1 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 14/14 (1d10+2+2) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str:Save: +3
Athletics: +3

Carrying Capacity: 180 lb.
Lift/Push/Drag: 360 lb.
12 (+1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2☆

☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.
 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +2
Religion: +0
10 (+0) | Wis:Save: +3
Animal Handling: +5
Insight: +5
Medicine: +3
Perception: +7★
Survival: +5

★Expertise in Perception (Deft Explorer - Canny)
17 (+3) | Cha:Save: -1
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
 8 (-1)

Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


With his allies moving in, Merituuli keeps his distance, moving back a bit to join up with Meryelle.  As Modri and Artanis cut down the dark-green-scaled monster, he cheers appreciatively, shouting out, "Well done!  Only one left now!"

He loads his crossbow with yet another bolt, but is momentarily distracted by the dwarven newcomer's question.  He yells back, "Not sure, but they definitely aren't friendly!"  However, the dwarf seems to be rather busy speaking to his warhammer, which promptly bursts into flame and launches a bolt of fire towards the tan-scaled draconic creature.  This doesn't strike Merituuli as especially odd - he had spent many long hours talking to the shell strapped to his back, after all - but this dwarf had clearly unlocked the secrets his weapon held.  Oho!  Perhaps he can help me!

Returning his focus to the remaining tan-scaled beast, he aims his crossbow once more.  Time seems to slow as he breathes in, and the very wind seems to guide the bolt as it flies towards its target, digging deeply into the fiend's chest.  Though his eyes remain intensely focused on the remaining enemy, he grins and says to Meryelle, "There we are!  Now to do it again!"

OOC

Action: Fire Heavy Crossbow at tan-scaled enemy.  On hit, I'll mark it as my Favored Foe, dealing an extra 1d4 damage on hit as long as I hold concentration.

Bonus Action: —

Movement: Move back 15 ft. to end up beside Meryelle.

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

 

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

19/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
Edited by PhoenixSlayer (see edit history)
Name
Heavy Crossbow Attack
22
1d20+4 18
Heavy Crossbow Damage
3
1d10+2 1
Favored Foe Extra Damage
1
1d4 1
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Monstrosity   Modri closes the distance between himself and the green monster, at last! With a viciously strong blow, he deals it a nasty blow!

   Mery insults that monster. It is merely annoyed by the insult, but otherwise unharmed, psychically. Maybe that hammer blow to the jaw?

   Artanis gets round the opposite side of the monster from Modri and finishes it off with the very precise strike of his sword. The monster’s eyes roll up in its head and freezes.

   Everyone might be shocked to see the tan one, a safe ten feet away chortle with delight.

   That’s when Modri and Artanis notice that it didn’t collapse. It turned to stone. Suddenly, the two warriors are surrounded by a cloud of orange gas! Although they cough, hack, and wheeze, they’re otherwise unaffected, much to the tan-green monster’s displeasure.

   Perhaps Coltan’s joke about replacing his holy symbol of a warhammer with a mere crossbow made it only half-heartedly cast the sacred flame spell, but for whatever reason, the tan-green monster shrugged off the spell’s radiance.

   Merituuli’s crossbow bolt lodges itself into a particularly thick part of the tan-green monster’s hide—it’s hurt, there’s no mistaking its wince of pain—but it’s certainly not down for the count. With a roar, rushes at Modri—seeing as he isn’t wearing armor, just holding a shield—and stabs at him with his shortsword, but Modri easily dodges the blade’s thrust!


   A man wearing white (@tyrtaeus), with a triangular straw hat accompanied by a small gully dwarf woman (@KingGoblin) round the bend. They find themselves looking at a scene of devastation. Knights laying, if not dead—you can’t tell—at least unconscious. The stab wounds and claw marks in their armor are not a good sign. Their cart is overturned. 180 feet ahead of them, they see a man, two dwarves, a blue man, and a woman fighting a dark green and a tan-green draconic monstrosity!

   Just as they rounded the bend, they saw the dark green one turn to stone and a cloud of orange gas pour out of it. The tan-green monster attacked the unarmored dwarf!

   Just then, a third, light-green monster comes bowling out of the forest, stopping 30 feet from Artanis!


Round IV

   It’s your turn! Have at it!

  • ArtanisHP 9+5/9 – 5 Temp. HP – Bardic Inspiration (1d6) – 10 feet from the Tan-Green Monster
  • ColtanHP 21/21 – 45 feet away
  • MerituuliHP 14/14 – Bardic Inspiration (1d6) Used – 55 feet away
  • MeryelleHP 10/10 – Battlefield Presence Used – 55 feet away
  • MordriHP 18/18 – Bardic Inspiration (1d6) – Within melee-range of the Tan-Green Monster
  • DecimusHP 8/8 – 180 feet away from the Tan-Green Monster
  • Hunni CollicHP 10/10 – 180 feet away from the Tan-Green Monster
  • Dark Green Draconic MonsterHP 0/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Tan-Green Draconic MonsterHP 7/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Light-Green Draconic MonsterHP 13/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
OOC

Sorry about the wait! IRL stuff interrupted posting.

Everyone is together, now!

Edited by Kamishiro_Rin (see edit history)
Name
Modri Con SV
17
1d20+5 12
Artanis Con SV
20
1d20+1 19
Tan-Green Shortsword Attack
6
1d20+3 3
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spacer.png                       Meryelle "Mery" Keryndon

                         Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 10/10 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 10, Passive Insight 10, Passive Investigation 14
Str:Save: -1
Athletics: -1

Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
8 (-1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2
.
14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +0
Religion: +0
14 (+2) | Wis:Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
11 (+0) | Cha:Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5
16 (+3)

Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


Mery grins back at Merituuli and says, "I say when we kill the next one, let's both let out a really loud 'Blauh!'"

She's startled and more than a little revolted by the orange gas that envelops Artanis and Modri, but is relieved they both seem unhurt.  'Though now we don't know what that stuff does.  I doubt it's good, though.'

When the tan-green monster chortles at the death of the dark green one, she muses, 'I suppose we don't know enough about these things to know if the colors indicate different...subtypes...of their race, but it is interesting that they do not seem to be in harmony with each other.  I wonder if that is true for just those two, or for their race in general?' 

Noting the new green monster appear, she steps forward 10 feet and raises her shortbow, nocks an arrow, aims at it, and looses an arrow.  At the distance she's at, she can't tell if her shot hits, but it at least looks close!

'Song of Life, I hope that hits. Can't have that thing causing trouble for the soldier or the tattooed Dwarf.'

Then using breath support to help amplify her voice, she belts out to the two newcomers, "Be alert!  Monsters!"

When Merituuli finishes off the light green creature scant seconds later, she lets out a jubilant "Blauh!" 

OOC

Action:  Shortbow attack against light green monster

Bonus Action: —

Movement: 10 feet forward

Reaction:

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Ammunition:

   17 arrows in quiver, 4 arrow bundles in backpack.

Spellcasting:

   Mery is a 1st-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bards available for spontaneous casting from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (2/2 slots): healing word, hideous laughter

Class Features:

  • 3/3 Bardic Inspiration

 

OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
Shortbow attack vs light green monster
14
1d20+4 10
Shortbow damage, if any
8
1d6+2 6
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