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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


As the door opened somethings became terribly clear, like that having one's arms folded made for a poor stance to cover one's ears in a hurry, and two that Kep could not cover his ears at all. The duo stood staring at the ghosts, Khep transfixed, paralyzed with fright and unable to force himself towards the source of it. She shakily climbed up onto her defender's back, then bracing her hand crossbow on her shield, and lined up her shot.

 

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

OOC

Movement: Mount Khep
Bonus Action: tell khep to dodge.
Action: attack ghost x2, 7 magic weapon damage

 

Name
Attack 1 with disadvantage
SyntaxError: Unexpected token 1d2
1d20+8 1d2-+8
oops try agin
SyntaxError: Unexpected token 1d20
1d20+8 1d20+8
Attack 1 with disadvantage
15
keep(2d20,lowest,1)+8 7,12
Attack 2 with disadvantage
9
keep(2d20,lowest,1)+8 1,2
if attack 1 hits
7
1d6+5 2
Ptala save
15
1d20 15
Khep save
6
1d20-2 8
Ptala save disadvantage 
6
1d20 6
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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 (Fear, backs off 10')

Warrior 2 - 3 - Uses a Corrupting attack

 

Round 2 may begin

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Ahmonet

51P2XD6.png.9ff57b6758ef221ef5185dca5008219b.pngAhmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30


The fear had set in and every ounce of her wanted to fall back, but she knew from an early age that she must not show weakness, especially in front of her adopted father and any of his consorts, many of whom have used such tactics against prisoners and those deemed a threat to his rule.

Ahmonet clenched her teeth and focused her aim at the spectral archer releasing her eldritch blast.

 

 


Name
EB 1
10
keep(2d20,lowest)+7 3,7
Damage
14
1d10+4 10
EB 2
12
keep(2d20,lowest)+7 5,8
Damage
9
1d10+4 5
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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

As an acolyte of Anubis, Khu was more familiar than most with the souls of the departed. He backed up to a safe distance then shot the attacking undead twice with each crossbow.


If just crossbow 2 hits: 11 damage

If both hit: 28 damage

 

Edited by Spydre (see edit history)
Name
Hand crossbow 1 to hit 
14
1d20+8 6
Hand crossbow 2 to hit
21
1d20+8 13
Hand crossbow 1 normal damage
10
1d6+5 5
Hand crossbow acid damage
7
2d6 6,1
Hand crossbow 2 normal damage
4
1d6 4
Hand crossbow 2 acid damage
7
2d6 1,6
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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: Protection from evil / good


One apparition disappeared after the minion of Annubis shot four crossbow bolts at it...

Holy water was still wet upon his gold armor to protect the divine warrior from the undead apparitions and his halberd was ready.

...

Image result for ghostly warrior

Lunging forward, Zosar engages the spectral foe with his halberd intent on skewering the ghost. His opponent blocks his assault but Zosar manages a suprise if not vicious counter with the other end of his halberd, slamming the ghost... 8 blunt dam and channeling the divine power of Re-Horakhty to smite his foe... 14 radiant dam

 

actions ghost at disadvantage vs Zosar

  • free .. protection from good and evil (adv save) concentrating
  • move ..advance to 10' melee with reach advantage vs ghost
  • attack ...extra attack halberd spear piercer
  • bonus ..halberd shaft... 8 blunt dam... 14 radiant dam
  • reaction .. opportunity attack if ghost closes to 5' of Zosar or tries to flee

 

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), disadvantage on attacks vs Zosar.

used spell slots

  1. Protection from evil... con. 10 minute's...
  2. divine smite ... vs Ghost

 

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

  • Halberd +7, versatile (1d10+4) piercing... bonus attack +6 (1d4+4) blunt... reach 5' reaction attack +7 (1d10+4) piercing... extra attack +7, versatile (1d10+4) 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 DC13 save adv pro. evil
17
drop(2d20,lowest)+5 5,12
polearm master piercing 5' reach
11
1d20+7 4
extra attack, piercer
12
1d20+7 5
bonus shaft blunt
19
1d20+7 12
blunt dam
8
1d4+4 4
opportunity attack
13
1d20+7 6
level 2 divine smite
14
3d6 6,6,2
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Initiative

Khu - 22 - Hits twice for 28

Ahmonet - 10 - Blasts the last ghostie and it dissipates.

 

Combat over

Looking around the room you see a lot of broken furniture, it looks like various beds have been made and the occupants have died in their beds. There are some sacks and a "piano" near the fireplace; some books on a shelf look old and may need delicate handling. One looks like it might be homemade and handwritten, next to a bed is a small box that looks like it might be a child's toy.

 

Edited by paladinred (see edit history)
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Ahmonet

51P2XD6.png.9ff57b6758ef221ef5185dca5008219b.pngAhmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30


"Fine work everyone." says Ahmonet, "It was quiet disturbing to be filled with fear that it made some of our attacks difficult to deal with these undead."

"I will try to steel my mind if we should encounter other ghosts in the future." she adds, but then her eyes catch the sacks by the fireplace, as well as the small box, perhaps a trinket. She goes to investigate the small box, allowing the others to search the room fully.

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The box is old and is clearly some sort of toy, pictures on the outsides indicate that you should insert a gold coin into a slot and give the toy to a child (assumedly yours), the child then opens the lid via a button and a toy appears. The slot looks a little bunged up, there are some instructions on the bottom which are difficult to read.

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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: Protection from evil / good


Zosar wasn't sure if infact the ghost was still there when he lunged forward to attack it...

Au'Ra was watching and so Zosar put on a good show just in case the ghost was still semi-corporal. It was Ahmonet however who congratulated him. Zosar turned and smiled beneath his helmet, his yellow eyes were still in intense concentration as the divine warrior continued to project a holy protection from evil around himself.

...

Zosar took in the room with a few quick glances to make sure no more ghosts were hiding anywhere. The childrens toy box he knew would keep Pta busy for a while, he did have a gold coin... so he *flicked* it through the air to his pal Pta...

actions

  • free .. protection from good and evil (adv save) concentrating
  • Flick 1 gold coin to Ptala

 

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), disadvantage on attacks vs Zosar.

used spell slots

  1. Protection from evil... con. 10 minute's...
  2.  

 

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

  • Halberd +7, versatile (1d10+4) piercing... bonus attack +6 (1d4+4) blunt... reach 5' reaction attack +7 (1d10+4) piercing... extra attack +7, versatile (1d10+4) 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

 

 

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