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Ptala Etohmisop - Gnome Artificer 5 CG

AC: 20 | HP: 40/40 | Init: +2 | PP: 16 | Saves: 0/3/7/8/1/0 | Spell: DC16 |  I 4/4 | II 2/2


Ptala watched the opening of the door with an arms folded box of approval. If you could be one thing, you should be efficient, and that was efficient. "well done."

 

image.png.8e7ddbee2e147f86638b9c33465c25e9.png.a2a1e30592bca074999305dd12098879.png 

OOC

 

 

Name
Init
4
1d20+2 2
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Initiative

Khu - 22 - Unleashes two savage bolts tinged with acid that hit the ghostly warrior.

Ahmonet - 10 - Fires off two blasts and backs away 10', she has fear in her eyes.

Warrior 1 - 7 - Wails and some of the party back off (Fear)

Zosar - 6 - Casts Protection from evil

Ptala - 4 - Attacks and hits

Warrior 2 - 3 - Uses a Corrupting attack

 

@SID and @Spydre I need initiatives

@DarkAngel I need your actions

Edited by paladinred (see edit history)
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5JL4S7h.png Ahmonet 

HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30


"Two undead, one appears to be a spectre or ghost of some sort!" she notates that the ghostly archer may prove to be the most dangerous of the two, at least for melee.

She is quick to wave her hands forward as the eldritch blast releases from her fingertips in two rapid succession at the ghostly archer.

Stablock

[b][url=https://test.myth-weavers.com/sheets/?id=2702395]Ahmonet[/url][/b] [i]Darakhul Warlock 2, Sorcerer 3 5 CG[/i] [b]AC[/b] 17 [b]HP[/b] 35 [b]Speed[/b] ft, [b]Initiative:[/b] +2 [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Glaive[/b] +7 1d10+4 [b]Eldritch Blast (120')[/b] +7 1d10+4 [B]Skills:[/B] [B]Str:[/B] -1 [B]Dex:[/B] +2, Stealth 5, Con 2 (5), [B]Int:[/B] +1, Arcana 4, History 4, Investigation 4, Religion 4, [B]Wis:[/B] +1, Insight 4, [B]Cha:[/B] +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7 [B]Feats:[/B] [ooc="Polearm Master"] When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.[/ooc], [ooc="Warcaster"] You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.[/ooc] [B]Warlock Abilities: 1st:[/B] [ooc=" Hexblade's Curse"]Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.[/ooc], [ooc=" Hex Warrior"]At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.[/ooc] [B]Sorcerer Abilities: 1st:[/B] Origin: Shadow, [ooc=" Eyes of the Dark"]Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.[/ooc], [ooc=" Strength of the Grave"]Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.[/ooc], [B]2nd:[/B] Sorcery Points: 3, Flexible Casting, [B]3rd:[/B] Metamagic: ([ooc=" Quickened Spell"]When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.[/ooc], [ooc="Twinned Spell"]When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.[/ooc]) [spoiler="Warlock Spells"][B]Warlock Spells Known:[/B] Cantrips: 2, Spells 2 (1st), Invocations 2 [B]0:[/B] Eldritch Blast, True Strike [B]1st:[/B] Armor of Agathys, Hex [B]Invocations:[/B] Agonizing Blast, Beguiling Influence[/spoiler] [spoiler="Sorcerer Spells"][B]Sorcerer Spells Known:[/B] Cantrips: 4, Spells 4 [B]Spells Per Day:[/B] 1st: 4, 2nd: 2 Sorcery Points: 3 [B]0:[/B] Create Bonfire, Mage Hand, Prestidigitation, Shape Water [B]1st:[/B] Burning Hands, Detect Magic [B]2nd:[/B] Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness [/spoiler]
Ahmonet
Darakhul Warlock 2, Sorcerer 3 5 CG
AC 17 HP 35 Speed ft, Initiative: +2
Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 12 (1) Cha 18 (4)
Attacks
Glaive +7 1d10+4
Eldritch Blast (120') +7 1d10+4

Skills: Str: -1 Dex: +2, Stealth 5, Con 2 (5), Int: +1, Arcana 4, History 4, Investigation 4, Religion 4, Wis: +1, Insight 4, Cha: +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7
Feats: Polearm Master When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
, Warcaster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Warlock Abilities: 1st: Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.
, Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Sorcerer Abilities: 1st: Origin: Shadow, Eyes of the DarkStarting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
, Strength of the GraveStarting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.
, 2nd: Sorcery Points: 3, Flexible Casting, 3rd: Metamagic: ( Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. , Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
)

"Warlock Spells"

Warlock Spells Known: Cantrips: 2, Spells 2 (1st), Invocations 2
0: Eldritch Blast, True Strike
1st: Armor of Agathys, Hex
Invocations: Agonizing Blast, Beguiling Influence

 

"Sorcerer Spells"

Sorcerer Spells Known: Cantrips: 4, Spells 4
Spells Per Day: 1st: 4, 2nd: 2
Sorcery Points: 3
0: Create Bonfire, Mage Hand, Prestidigitation, Shape Water
1st: Burning Hands, Detect Magic
2nd: Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness

 

 
Edited by Steel Warrior (see edit history)
Name
EBB 1
16
1d20+7 9
Damage
6
1d10+4 2
EB 2
12
1d20+7 5
Damage
10
1d10+4 6
Charisma Save
9
1d20+7 2
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Q9NZMlm.pngKhu, Usherer of Souls - Sheet
checked-shield.svgAC: 17 | sprint.svg Initiative: +4 | health-normal.svg HP: 38/38 | awareness.svg PP: 15

Khu quickly pulled out his two new hand crossbows, quickly sending two bolts towards the archer following Ahmonet's advice. He noted with pleasure the soft notes of song that flowed from the coral-like crossbow as he attacked.


Assuming both hit: 14 magical piercing and 8 acid damage = 22 total

 

Edited by Spydre (see edit history)
Name
Initiative
22
1d20+4 18
Hand cross bow 1 to hit
22
1d20+8 14
Hand crossbow 2 to hit
23
1d20+8 15
Hand cross bow 1 normal damage
8
1d6+5 3
Hand cross bow 1 acid damage
3
2d6 1,2
Hand cross bow 1 normal damage
6
1d6 6
Hand cross bow 1 acid damage
5
2d6 1,4
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Zosar divine warrior of Re-Horakhty

Zosar.png.0e0513d922c614805498866ce0d270e0.pngHuman Paladin AC 18, gold plate armor +1 HP 30 / 30 | init +0  divine senses | cond: normal... thirsty


Zosar felt the cold hairs on the back of his neck go rigid. Break time was well and truly over as the gold armored divine warrior cautiously entered the hole in the wall left in the wake of having the doors ripped from their hinges.

Zosar had his new halberd in hand as he prepared to enter the dwelling... The appearance of the undead was chilling, and Zosar didn't know what to think of scarey wailing ghosts...

He was probably going to try and impress Au'Ra with his polearm skills versus the incorporal foes...

 

 

 

actions : CHA save +5 vs wailing ghosts

Feats and Abilities

Paladin 5 (LG) : Lay on hands 25 hp .. divine senses 3 .. extra attack .. divine smite .. divine health ..

human stats : STR 16, DEX 10, CON 10, INT 10, WIS 14, CHA 15 ... saves WIS +5, CHA +5

prof. (+3) skills Athletics +6 .. Persuasion +5 .. Insight +5 ... Religion +3

fighting style Inception (reaction) 1d10+3 DR to ally within 10' with Spear, 5' reach weapon.

feats

  • Polearm Mastery (attack) glaive, spear, halberd, quarterstaff... (bonus) attack 1d4 blunt... (reaction) 5' reach weapon attack op
  • Piercer (once per turn) reroll one piercing dam dice, must use 2nd roll... crit +1 dice piercing dam
  • Warcaster (reaction) attack op. can cast a spell .. advantage on CON saves for concentration check .. can cast spells during combat when armed (see Paladin spells) 

Oath of devotion Channel Divinity ...

  • Sacred Weapon Weapon becomes magical, +2 attack, sheds light 20'r. duration: 1 minute
  • Turn the Unholy (action) censure undead and fiends using holy symbol, WIS DC 13 save or be turned for 1 minute or until dam from attack. Turned beasties must flee using Dash action, or Dodge if cannot flee.
  • Harness divine power Harness divine power

 

Paladin Spells 4/2

Paladin spells (4/2) CHA cast +5, save DC 13

Warcaster feat You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Harness Divine Power (channel divinity option) you can expend a use of your Channel Divinity to fuel your spells.

As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot (1st or 2nd). You regain all expended uses when you finish a long rest.


Spells prepared 4, oath

  1. Protection from evil, Sanctuary, Cure Wounds, Heroism
  2. Lesser Restoration, Zone of Truth, Magic weapon, Find steed

in effect.. used.

in effect...

  • divine health immune to disease

used spell slots

  • None

 

Equipment

Worn, carried

  • Gold plate armor +1 w/ holy emblem of Re-Horakhty, visored helm, gauntlets, armored sandals
  • Holy Amulet of Re-Horakhty
  • Spear, greatsword, longbow, quiver w/20 arrows
  • Pouch, flask of holy water
  • Pouch, coins

Camel, paladin's mount

Saddlebags, blanket

  • Waterskins x2
  • Acolytes vestments
  • Prayerbook
  • Incense sticks

 

combat

Combat and tactics

feats

  • Polearm master (spear, glaive, halbeard, quarterstaff) gain bonus attack... reaction attack op 5' reach
  • Piercer... reroll 1 dam dice / turn... crit +1 piercing dam dice

melee... extra attack

  • Spear +6, versatile (1d8+3) piercing... bonus attack +6 (1d4+3) blunt... reach 5' reaction attack +6 (1d8+3) piercing... extra attack +6, versatile (1d8+3) piercing
  • Greatsword +6 (1d10+3) slashing

ranged... extra attack

  • Spear +6, thrown range 20/60 (1d6+3) piercing... extra attack tba
  • Longbow +3, arrow range 80/360 (1d8) piercing... extra attack +3, arrow range 80/360 (1d8) piercing

Buffs 

  • Divine Smite, add spell slot to add 2d6 radiant dam... or 3d6 radiant dam
  • Sacred Weapon, channel divinity adds +2 attack bonus
  • Magic weapon, +1 attack, +1 dam
  • Protection from evil and good (fiends, undead, elementals, celestials, fey) disadvantage on attacks, cannot be charmed, possessed or frightened by them.
  • Lesser Restoration, removes one condition in effect (blinded, deafened, paralyzed, or poisoned.)
  • Heroism, target cannot be frightened, gain +2 (CHA) temp hp per turn... duration: 1 minute

 

 

Edited by DarkAngel (see edit history)
Name
CHA save vs wailing ghosts
8
1d20+5 3
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Q9NZMlm.pngKhu, Usherer of Souls - Sheet
checked-shield.svgAC: 17 | sprint.svg Initiative: +4 | health-normal.svg HP: 24/38 | awareness.svg PP: 15

Khu pulled back in horror as the creature tried to touch him while simultaneously trying to ignore the horrifying screech.

 

Name
Charisma save
15
1d20+1 14
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Zosar divine warrior of Re-Horakhty

Zosar.png.0e0513d922c614805498866ce0d270e0.pngHuman Paladin AC 18, gold plate armor +1 HP 30 / 30 | init +0  divine senses | cond: fear vs wailing ghosts


Ghostly apparitions appeared and Zosar could feel a terrifying cold chill in the wake of the ghostly wails threatening to overwhelm his mind with fear.

Zosar was a divine warrior of Re-Horakhty. The disc and serpent symbol upon his gold plated Breastplate plate armor meant something. Zosar intoned the words of divine protection from the ruler of the Gods as he faced down the wave of terror that washed over him... splashing some holy water upon the holy emblem upon his armor.

He stood firm in his faith and would not allow these ghosts to affect his fighting spirit... or so he thought. Eyes wide with fear and taking a few backward steps Zosar again brought the will of his God to help him.

 

actions

  • cast .. protection from good and evil (adv save) concentrating
  • move .. fear moves back up to 30'
  • bonus ..
  • reaction .. interception to defend ally 10' from ghost attack 1d10+2 dam reduction if appropriate

 

Feats and Abilities

Paladin 5 (LG) : Lay on hands 25 hp .. divine senses 3 .. extra attack .. divine smite .. divine health ..

human stats : STR 16, DEX 10, CON 10, INT 10, WIS 14, CHA 15 ... saves WIS +5, CHA +5

prof. (+3) skills Athletics +6 .. Persuasion +5 .. Insight +5 ... Religion +3

fighting style Inception (reaction) 1d10+3 DR to ally within 10' with Spear, 5' reach weapon.

feats

  • Polearm Mastery (attack) glaive, spear, halberd, quarterstaff... (bonus) attack 1d4 blunt... (reaction) 5' reach weapon attack op
  • Piercer (once per turn) reroll one piercing dam dice, must use 2nd roll... crit +1 dice piercing dam
  • Warcaster (reaction) attack op. can cast a spell .. advantage on CON saves for concentration check .. can cast spells during combat when armed (see Paladin spells) 

Oath of devotion Channel Divinity ...

  • Sacred Weapon Weapon becomes magical, +2 attack, sheds light 20'r. duration: 1 minute
  • Turn the Unholy (action) censure undead and fiends using holy symbol, WIS DC 13 save or be turned for 1 minute or until dam from attack. Turned beasties must flee using Dash action, or Dodge if cannot flee.
  • Harness divine power Harness divine power

 

Paladin Spells 4/2

Paladin spells (4/2) CHA cast +5, save DC 13

Warcaster feat You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Harness Divine Power (channel divinity option) you can expend a use of your Channel Divinity to fuel your spells.

As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot (1st or 2nd). You regain all expended uses when you finish a long rest.


Spells prepared 4, oath

  1. Protection from evil, Sanctuary, Cure Wounds, Heroism
  2. Lesser Restoration, Zone of Truth, Magic weapon, Find steed

in effect.. used.

in effect...

  • divine health immune to disease
  • protection from evil ghosts (concentration) save vs fear, disadvantage on attacks vs Zosar.

used spell slots

  1. Protection from evil... con. 10 minute's...

 

Equipment

Worn, carried

  • Gold plate armor +1 w/ holy emblem of Re-Horakhty, visored helm, gauntlets, armored sandals
  • Holy Amulet of Re-Horakhty
  • Halberd, greatsword, longbow, quiver w/20 arrows
  • Pouch, flask of holy water
  • Pouch, coins

Camel, paladin's mount

Saddlebags, blanket

  • Waterskins x2
  • Acolytes vestments
  • Prayerbook
  • Incense sticks

 

combat

Combat and tactics

feats

  • Polearm master (spear, glaive, halbeard, quarterstaff) gain bonus attack... reaction attack op 5' reach
  • Piercer... reroll 1 dam dice / turn... crit +1 piercing dam dice

melee... extra attack

  • Spear +6, versatile (1d8+3) piercing... bonus attack +6 (1d4+3) blunt... reach 5' reaction attack +6 (1d8+3) piercing... extra attack +6, versatile (1d8+3) piercing
  • Greatsword +6 (1d10+3) slashing

ranged... extra attack

  • Spear +6, thrown range 20/60 (1d6+3) piercing... extra attack tba
  • Longbow +3, arrow range 80/360 (1d8) piercing... extra attack +3, arrow range 80/360 (1d8) piercing

Buffs 

  • Divine Smite, add spell slot to add 2d6 radiant dam... or 3d6 radiant dam
  • Sacred Weapon, channel divinity adds +2 attack bonus
  • Magic weapon, +1 attack, +1 dam
  • Protection from evil and good (fiends, undead, elementals, celestials, fey) disadvantage on attacks, cannot be charmed, possessed or frightened by them.
  • Lesser Restoration, removes one condition in effect (blinded, deafened, paralyzed, or poisoned.)
  • Heroism, target cannot be frightened, gain +2 (CHA) temp hp per turn... duration: 1 minute

 

 

Edited by DarkAngel (see edit history)
Name
protection from evil adv save
7
1d20+5 2
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