LucianV Posted January 24 Clone Share Posted January 24 Iymbryl Darcassan - Shahalesti Paladin AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 | Channel Divinity 1/1 | Harness Power 1/1 Silence filled the room for a long moment. Iymbryl had expected the councilman to say something, anything, to the summary Bronn had given, but he seemed content to wait for a more detailed explanation. With a shallow breath that was barely perceivable, the guard captain prepared himself to go into more detail where Bronn had left off. "It all started about two days ago, when we were invited to a tavern by a group calling themselves the Resistance. They had assembled a group of people..." Iymbryl looked around, finding it difficult to put a general label on the group as a whole. "...sympathetic to their cause, and more importantly, willing to do something to protect Gate Pass. It was explained that Ragesia was going to attempt to take the city, and that the deal might have already been struck. More importantly, somewhere in the city there was information that was stolen from them, and it was vital to saving Gate Pass. Within an hour, we were beset on by mercenaries, most likely recruited by Ragesia. They tried to kill us. That was around the time the wyverns started dropping bombs. We managed to escape, despite being outnumbered and decided to investigate this mysterious case with the information it contained. If anything at this point, it was better to be doing something that might help the city than nothing. We helped citizens as we could as we moved through the city, even felling one of the crashed wyvern riders who had taken a hostage." The guard captain could still feel the phantom pain from where the axe had cut across his chest and nearly killed him, but he left that out. "Upon arrival, several Shahalesti spies had already compromised the one who brought the information into the city and were assuming we were the ones who could unlock it." Iymbryl frowned, still confused by the whole event. "They seemed somewhat willing to negotiate, but were not at the appointed location. Nor was the case. What we did find however, was a Ragesian spy watching the location, an imp, who had been tasked with the retrieval of the case. Obviously we weren't going to align with the creature, but it was certainly evidence the case was important enough to be scouring the city for. Then we went Gabral's school, where the leader of the Shahalesti spies was apparently lairing. We aided another master in besting and distracting her, while we defeated her second in command, retrieved the case, and brought it to a safe place. We know that getting out of the city is going to be difficult, and we plan on taking this information to Lyceum, in order to get it decrypted and garner support for Gate Pass..." Iymbryl paused for a moment, before adding. "Additionally, once it is translated, I hope to pass a copy onto the Shahalesti. While their spies were focused entirely on retrieving information to use against Ragesia, I believe they too would be a powerful force to help us liberate the city. It is, after all, also a barrier between their lands and Ragesia. The enemy of my enemy is my ally, and all that. But more to the point and what were were hoping to get from you: a means of non violent passage out of the city; we certainly don't want to hurt anyone just following orders, especially when we'll need all who serve the city to help the people. Additionally, if you could afford it, supplies to make the trip to Lyceum, as well as..." He looked to a few of the items displayed in the windows before looking back at the councilman. "...any magical arms and armor you'd be willing to part with to help ensure our mission is a success. Your reputation is well known, and I'm sure it would be a huge boon. This group, while talented, is entirely compromised of civilians, with the exception of myself. Anything that would help us defend ourselves against the forces that will inevitably attempt to take the information back would be greatly appreciated. In addition to that, any information you have on the situation. I did speak with a few of the city's artisans and they've formed a loose network to help distribute food and required items to the people. It is organized through one of the churches, if you think you'd be interested in helping on that end as well, once we're gone." Mechanics Main Hand: N/A Off Hand: Shield Free: N/A Manipulate: N/A Action: N/A Move: N/A Bonus Action: N/A Reaction: N/A Concentration: N/A Spells Cantrips: Minor Illusion (Shape Shadows) 1st Level: Cure Wounds, Command, Disguise Self, Stand the Heat 2nd Level: Invisibility (Shape Shadows) Name xDiceName xDiceResult xDiceString xDiceRolls charisma something 18 1d20+3 15 insight on this guy 16 1d20+1 15 Link to comment Share on other sites More sharing options...
Gralhruk Posted January 24 Clone Share Posted January 24 (edited) Bronn the Salvor (Mountain Dwarf Artificer) AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator Blade of the Resistance: 1/1 Powered Steps: +5' speed Dampening Field: Advantage on Dex(Stealth) Defensive Field: 2/2 (Guardian armor only) Bronn shifted his feet irritably as Iymbryl talked and talked, his dark eyes shifting between the guard captain and the councilman as his exasperation grew. Even so, when the elf got to the part with the wyvern rider he felt dread overtake his annoyance, the horror of feeling his guts spill out of his own body not at all forgotten. That fact alone kept his mouth shut for the time it took Iym to finish his story. "Yeah, I just said all that," he grunted, "Except those damned bounty hunters outside the Poisoned Apple wanted us alive or we wouldn't still be breathing." Mechanics ___________________________________________________ Main Hand: Jeweler's Pick Off Hand: Shield ___________________________________________________ Action: Bonus Action: None Move: None Manipulate: None ___________________________________________________ Edited January 24 by Gralhruk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted January 24 Clone Share Posted January 24 (edited) Belfyr - Half-Elf Ranger AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1 Bronn wasn't the only one who looked uncomfortable with the re-telling of history. Each passing moment -each direct detail even- that spilled from Iymbryl's mouth felt like led casks being tied around Belfyr's neck. By the end, he was almost drowning in it. There were multiple times where wise-cracks or corrections came to mind, but the dread in his stomach kept his tongue tight behind his lips. Hearing the events of the last few days laid out like that made everything feel surreal. Belfyr realized now that he'd done more in two days to undercut his situation than he'd done in years pre-Gate Pass. That old life was so far beneath the rubble of his well-placed bricks that he knew he'd never be able to retrieve it again. This was the new way; a way in which he did not have a map to direct him. The half-elf held his breath waiting for the councilman's reaction. His hand gripped his stick with some newly found conviction. If things didn't go well, Belfyr knew what he'd have to do and it showed on his face. A scowl drew across his brow. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Your bonus action goes here. Move: Not moving Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Belfyr Half-Elf Ranger (Swarmkeeper) 3 NG AC 15 HP 20 Speed 30 ftft Str 14 (2) Dex 16 (3) Con 10 (0) Wis 14 (2) Int 10 (0) Cha 12 (1) Attacks Longbow Quarterstaff Half-Elf Features: Darkvision Fey Ancestry: Adv on saving throws vs charmed, Magic can’t put you to sleep. Skill Versatility: Persuasion, Survival Ranger Features Favored Foe: Tasha's pg 57 Natural Explorer: Fighting Style: Defense +1 to AC when worn Spellcasting Ranger Archetype: Swarmkeeper Gathered Swarm Swarmkeeper Magic: bonus Mage Hand, Faerie Fire Primeval Awareness: PHB Equipment Assets: 84 gp Carried/Worn Total for Pack o Longbow o Quiver w/20 arrows o Common Clothes o Studded Leather o Quarterstaff o Herbalism Kit o Mess Kit o Cooking Utensils Spell Casting Spell Save DC: 10 Spell Attack Mod: +2 Spells Known: Spell Slots: 1st 3/3 2nd 0/0 Cantrips Mage Hand 1st Level Faerie Fire Cure Wounds Goodberry Hunter's Mark 2nd Level Edited January 24 by Basil_Bottletop (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted January 25 Clone Share Posted January 25 Yveran "Anne" Tallindor - Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 Her eyes didn't know where to look as they made their way to the third floor. Crafts and creations in various shapes and sizes tickled at her artistic mind. The detailed carvings and colorful paints offered a momentary break from their activities. She heard Bronn in her ear, a whispered memory of last night. Why do you do art? Why was it so hard for her to simply say that it makes her happy? Anne had said it felt good and that its fun...but those are different from happy. And happy was a rare feeling in her orphaned life. The half-orc sighed as she continued following the party, she just felt so lost. She fell to the back of the group while the story of their journey was told. Anne had mostly nodded along silently, that was until Iymbryl stated something that caused all warmth to leave her body. He wanted to share the mysterious Gate Pass saving information with the Shalesti. The people who had made it clear that anyone like her should be killed on site. The air felt heavy in her lungs. Iymbryl had also let the spy walk away after its celestial companion tried to kill her. She couldn't find her voice to speak up, she looked at the back of the heads of her companions expecting them to speak up at the Guard's idea. They didn't. Anne turned around and left the room. She made her way back down the stairs in shock. Her heart was pounding, felt sick to her stomach, and was light-headed. Finding a space against a wall, the artist sat among the festival decorations and cradled her head in her arms that were perched on folded knees. Betrayal overwhelmed her heart, mind, and soul. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Yveran "Anne" Tallindor Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o Light CrossbowAmmunition, Loading, (Range 80/320), Two-Handed +4 attack, 1d8+2 piercing o DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check., Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells., Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. 1st: Faerie Fire, Longstrider 2nd: Locate Animals or Plants, Locate Object 3rd: Clairvoyance, Speak with Plants 4th: Divination, Locate Creature 5th: Commune with Nature, SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells., Origin: Aberrant MindPsionic Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Psionic Spells Sorcerer Level Spells 1st Arms of Hadar, Dissonant Whispers, Mind Sliver 3rd Calm Emotions, Detect Thoughts 5th Hunger of Hadar, Sending 7th Evard's Black Tentacles, Summon Aberration 9th Rary's Telepathic Bond, Telekinesis, Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature., Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Creating Spell Slots Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7, Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth. Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SirLoganofGilead Posted January 25 Author Clone Share Posted January 25 Book One: The Scouring of Gate Pass Act Three: Escaping The City Councilman Erdan Menash looked on as you told your story to him. He seemed generally interested in each detail, and his eyes seemed to light up like a child as the details were told. When Anne got up and left, his only flickered to her, as he was still engrossed in the story. When the telling was done, he leaned back a bit in his chair and breathed out air, as if he had been holding it in anticipation this entire time. "That was some story! I've heard so many tales about how the city was defended during this time, it has been absolutely amazing. Did you know that a giant red dragon had attacked the city? It was breathing fire right down our main lines...luckily the griffon riders and a local druid who took the form of an eagle were able to drive it off!" He seemed to get lost in his thoughts for a moment before he continued. "On my way here, I also heard of about a group that made it over the northern wall, but a bunch of armed citizens were able to keep them pinned down until real soldiers came about. Can you imagine the bravery?" He stroked his short beard as he paused for a moment. "I do think I have a way to help you folks out, but before I forget, we heard at the council meeting about a huge earth elemental rose from the sewers near the houses of several city council members and managed to kill them while the bulk of the city’s defenders were at the walls. Which is one of the things I want to talk to Olvyn about after." "There was also a wyvern that crashed into a family's home and killed all of them, but a group of heroes tracked down the rider and killed him. I think maybe the bravest thing I heard so far was the westernmost district caught fire and was nearly gutted, but troops have kept fighting — even some who suffered terrible burns." He looked about the group. "It has been a crazy day or so hasn't it?" He seems to have finished talking at the end of the question. Its clear the man is completely enthralled by stories of bravery and adventure, to the point that he can forget what is important in the moment. Show Active Maps Loot Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted January 27 Clone Share Posted January 27 Yveran "Anne" Tallindor - Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 After a few minutes, Anne began to calm. She knew what to do, it was what she could always do. The artist stood up and found herself surrounded by supplies of her craft. Breath moved through her more easily as she searched the tables and shelves for paints and brushes. She had something to focus on, something to help her forget the constant truth in her life, Anne Tallindor would survive alone. Others may be present, they may come and go with similar intentions, but the half-orc knew she they would never stay. The candy dresses were nearly complete and the bear masks lacked creativity. For the Festival of Dreams, the sorcerer conjured fanciful ideas in her mind and sought the tools to bring her imaginations to life. Anne thought of her teddy bear and her cats and her nannies. They all became bulbous in shape and floated in the sky. A parade of the few constants in her life. A plan formulated in her mind of the exact supplies needed and she moved about the studio in search of those items. Parchment lay in stacks of sheets, thinner than for writing, perfect for crafting. Glue and water were easily found and large round balls that could be used for forms were discovered without too much trouble. The voices overhead were muffled, sound with no meaning, no words to stop her or divert her focused efforts. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Yveran "Anne" Tallindor Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o Light CrossbowAmmunition, Loading, (Range 80/320), Two-Handed +4 attack, 1d8+2 piercing o DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check., Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells., Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. 1st: Faerie Fire, Longstrider 2nd: Locate Animals or Plants, Locate Object 3rd: Clairvoyance, Speak with Plants 4th: Divination, Locate Creature 5th: Commune with Nature, SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells., Origin: Aberrant MindPsionic Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Psionic Spells Sorcerer Level Spells 1st Arms of Hadar, Dissonant Whispers, Mind Sliver 3rd Calm Emotions, Detect Thoughts 5th Hunger of Hadar, Sending 7th Evard's Black Tentacles, Summon Aberration 9th Rary's Telepathic Bond, Telekinesis, Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature., Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Creating Spell Slots Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7, Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth. Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted January 31 Clone Share Posted January 31 Belfyr - Half-Elf Ranger AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1 The smoldering caution in Belfyr's body quickly dissipated and was replaced with simple annoyance. The intensity in the grip of his staff lightened to the point that he almost forgot he was holding it. He offered the diplomat a simple glare before turning his attention back to the surrounding guffaw of his ostentatious steading. This man was no more treasonous than the cobblestones laid out in his front pathway. His crime was the fact that to him this was all an adventure to be had and not something more. The half-elf recognized that this sentiment did in fact seem to keep the man alive over the past few nights, but it wasn't a mentality to be shared with those actually involved in the harrowing events. They say apathy can be as wounding as hatred. For Belfyr, apathy was a greater indictment -a deadlier arrow in his quiver- of how he felt about a man than if he truly wanted to hurt or disrupt him. Menash had just placed himself on that list. Belfyr knew that once he was rid of the man, he would not think of him again. "What's ya escape plan?" He blurted out. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Your bonus action goes here. Move: Not moving Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Belfyr Half-Elf Ranger (Swarmkeeper) 3 NG AC 15 HP 20 Speed 30 ftft Str 14 (2) Dex 16 (3) Con 10 (0) Wis 14 (2) Int 10 (0) Cha 12 (1) Attacks Longbow Quarterstaff Half-Elf Features: Darkvision Fey Ancestry: Adv on saving throws vs charmed, Magic can’t put you to sleep. Skill Versatility: Persuasion, Survival Ranger Features Favored Foe: Tasha's pg 57 Natural Explorer: Fighting Style: Defense +1 to AC when worn Spellcasting Ranger Archetype: Swarmkeeper Gathered Swarm Swarmkeeper Magic: bonus Mage Hand, Faerie Fire Primeval Awareness: PHB Equipment Assets: 84 gp Carried/Worn Total for Pack o Longbow o Quiver w/20 arrows o Common Clothes o Studded Leather o Quarterstaff o Herbalism Kit o Mess Kit o Cooking Utensils Spell Casting Spell Save DC: 10 Spell Attack Mod: +2 Spells Known: Spell Slots: 1st 3/3 2nd 0/0 Cantrips Mage Hand 1st Level Faerie Fire Cure Wounds Goodberry Hunter's Mark 2nd Level Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted February 1 Clone Share Posted February 1 Bronn the Salvor (Mountain Dwarf Artificer) AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator Blade of the Resistance: 1/1 Powered Steps: +5' speed Dampening Field: Advantage on Dex(Stealth) Defensive Field: 2/2 (Guardian armor only) The dwarf sighed, but it was a weary thing. The city was full of all the things folk were capable of right now, best and worst alike but mostly it was just horror. It weren't no way for people to live and there weren't any glamour in it either. He could sense Belfyr's frustration and he felt it as well, more so for hearing about that damned wyvern rider again. He went to catch Anne's eye only to find her gone. He frowned - she needed time and someone to count on, and while he could give her the one, the other was a luxury that they just didn't have. His time at the manor had been too short, but this damned war had put an end to it, and there was nothing he could do about it. "Earth elemental?" he repeated, "You think it was sent after these council members specific? Any reason the Raghesians would want these particular folks dead? I mean, apart from the usual tharrk." Mechanics ___________________________________________________ Main Hand: Jeweler's Pick Off Hand: Shield ___________________________________________________ Action: Bonus Action: None Move: None Manipulate: None ___________________________________________________ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LucianV Posted February 14 Clone Share Posted February 14 Iymbryl Darcassan - Shahalesti Paladin AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 | Channel Divinity 1/1 | Harness Power 1/1 Iymbryl was struggling internally to deal with the councilmen, hiding his frustration between his default expression as a member of the guard when dealing with citizens. He nodded along, not giving away any facial expressions that belied his inner turmoil. It was a small wonder with the leaders of the city got anything done, as easy as it was to steer them off topic. With every random story Iymbryl could feel his blood running hotter. He tried to remind himself that the councilman was just another scared citizen, looking for something of comfort in dangerous times. By some miracle he was able to school his tone as the others finished speaking. "Times are certainly crazy, councilman. Hence the urgency to get this information into the hands of allies who can come to the aid of the city." He let out a long sigh, something he didn't really have to fake. "But rest assured, whatever secrets the information we hold contains, we'll make sure it gets into the right hands and we return with allies to repel Ragesia and restore Gate Pass to its former glory...Assuming you can help us get past the guards and the gate in the first place. While there are many distractions we could use, I'd very much like to not detract those defending the city from their duty. Things are hard enough for them as it is." Mechanics Main Hand: N/A Off Hand: Shield Free: N/A Manipulate: N/A Action: N/A Move: N/A Bonus Action: N/A Reaction: N/A Concentration: N/A Spells Cantrips: Minor Illusion (Shape Shadows) 1st Level: Cure Wounds, Command, Disguise Self, Stand the Heat 2nd Level: Invisibility (Shape Shadows) Name xDiceName xDiceResult xDiceString xDiceRolls Charisma Roll 21 1d20+3 18 Link to comment Share on other sites More sharing options...
SirLoganofGilead Posted March 4 Author Clone Share Posted March 4 Book One: The Scouring of Gate Pass Act Three: Escaping The City Erdan stands up and smiles at the lot of you, as if completely unaware of your frustrations. "Of course, of course! I can help you get out. I will go over the details of that plan with you after one small thing is taken care of. I MUST talk to Olvyn about something. There is a thing only he can help me with. His reputation does precede him in this case." He motions for Olvyn to join him in a private room, Olvyn obliges him. Before they disappear Erdan leans back out the doorway. "Why doesn't each of you pick an item from my special collection?" He waves his hand in the direction of a specific case. "Those are my most prized items. Pick one that you like, and we will discuss payment when I am done with Olvyn. I promise it will be at extraordinarily discounted prices! That I can do for you right now!" Erdan closes the door behind him, again having seemed to ignore your actual questions. The moment he leaves Torrent makes her way to the case. She immediately grabs a falchion that looks like a dolphin, a giant smile on her face, as she does so. Show Active Maps Loot Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted March 8 Clone Share Posted March 8 Belfyr - Half-Elf Ranger AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1 If silence was consent, Belfyr wasn't aware of it. The half-elf barely listened to Iymbryl sell their position to the councilman, instead intent on watching the man's reaction or lack there of. Belfyr didn't like him or his kind and it was clouding everything about his interactions. He couldn't help it. He didn't want to help it. He just wanted to be gone from this place with the things they sought. The one thing he did grab from Iymbryl's words was that the man was quickly joining in him in exasperation. Once dismissed -with a strange offer to boot- Belfyr's animosity vanished. He'd been undercut in such a fashion that he wasn't prepared to bask in his own success. He felt lost in that brief moment while he watched Olvyn disappear behind a closed door. Now there was questions about that relationship to add to the pile of mysteries. Turning to the case where the man's collection lay out, Belfyr barely had the focus to look through it. When one thing caught his eye, he carefully drew it out of the case and examined it loosely before deciding it was proper enough pay for this ridiculous goose chase. The rod was mostly silver with small milk-foggy gemstones inlaid in its handle. The head of it resembled that of a highland goat and if not for the spiral horns being too small, the whole thing could be mistaken for a two-sided hammer or mace. Belfyr decided immediately that it could likely be sold for a decent coin if he found the right fool. "This one is fine." He declared to no one, waving the thing around so the others could see his claim. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Your bonus action goes here. Move: Not moving Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Belfyr Half-Elf Ranger (Swarmkeeper) 3 NG AC 15 HP 20 Speed 30 ftft Str 14 (2) Dex 16 (3) Con 10 (0) Wis 14 (2) Int 10 (0) Cha 12 (1) Attacks Longbow Quarterstaff Half-Elf Features: Darkvision Fey Ancestry: Adv on saving throws vs charmed, Magic can’t put you to sleep. Skill Versatility: Persuasion, Survival Ranger Features Favored Foe: Tasha's pg 57 Natural Explorer: Fighting Style: Defense +1 to AC when worn Spellcasting Ranger Archetype: Swarmkeeper Gathered Swarm Swarmkeeper Magic: bonus Mage Hand, Faerie Fire Primeval Awareness: PHB Equipment Assets: 84 gp Carried/Worn Total for Pack o Longbow o Quiver w/20 arrows o Common Clothes o Studded Leather o Quarterstaff o Herbalism Kit o Mess Kit o Cooking Utensils Spell Casting Spell Save DC: 10 Spell Attack Mod: +2 Spells Known: Spell Slots: 1st 3/3 2nd 0/0 Cantrips Mage Hand 1st Level Faerie Fire Cure Wounds Goodberry Hunter's Mark 2nd Level Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted March 13 Clone Share Posted March 13 Bronn the Salvor (Mountain Dwarf Artificer) AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator Blade of the Resistance: 1/1 Powered Steps: +5' speed Dampening Field: Advantage on Dex(Stealth) Defensive Field: 2/2 (Guardian armor only) The dwarf watched darkly as the councilman went to confer with Olvyn, the old bastard looking as smug and imperious as ever. It didn't sit too well with him, though that made little sense considering they had that serpent traveling with them already. Not much this councilman could do or say that'd make the necromancer more dangerous. Not but what he hadn't been helpful on more than one occasion, even going so far as to heal Bronn from what may well have been a deadly wound and being instrumental in their success so far. That was part of it for sure - the bare truth of it was they had needed him, and they needed him still, so he'd need to shelve his distaste. Still, it was tearing Anne up, that was plain - the walls she'd built in all the years of his absence tumbled in the face of his reappearance. It was a situation that ought to have been dealt with in a much different setting, but there weren't time. Belfyr's comment made him glance over at the trinket the chef had found, and his dark gaze traveled through the items scattered around. Gaudy, to the last, and not a piece of armor or a weapon he'd be caught wielding or wearing. Still, those were the only items about and he picked out indications of what was what based on the style and decoration. He inspected a number of items, his thick fingers surprisingly gentle when he handled them. Finally he settled on a small roundish bottle, shaped like a garishly colored toad. The warty head formed a stopper, with the tongue able to be used as a kind of dipper into the liquid within. He unstoppered it and sniffed, swirling the liquid gently but very careful not to spill it or touch any. He nodded to himself as if his suspicion were confirmed. "This might come in handy," he said almost to himself before continuing to Belfy, "Menash's got more stuff here than one person can even know how to use." He shook his head, "At least he's generous." Mechanics ___________________________________________________ Main Hand: Jeweler's Pick Off Hand: Shield ___________________________________________________ Action: Choose a vial of Sovereign Glue from the councilman's collection Bonus Action: None Move: None Manipulate: None ___________________________________________________ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted March 14 Clone Share Posted March 14 Yveran "Anne" Tallindor - Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 Eventually, Anne had made a half dozen figures, each bulbous caricatures of their real-life inspirations. Sticks protruded out below them, some of the shafts were straight, while others curved and arced in different directions. When complete, the artist had sculpted 4 round fluffy cats, a larger than life teddy bear, and a smaller-than-life nanny-zombie, all only needing to dry before they could be painted. She began to rifle around the studio, seeking out painting supplies. Brushes were found first, dozens in various shapes and quality hung from a wall. A cloth lay on the table below them, speckles of watery paint stains created a mezmerizing pattern that held her gaze for more than a few moments. But Anne broke her focus and continued the search, finally finding a cabinet. Her eyes widened as a vast array of paint colors came into view. Her hands gingerly pulled out different pots, briefly inspecting each to determine the hue locked within. Until, at least, she discovered an odd assortment of 4 animal shaped canisters. Well, they resembled animals. The sorcerer took each out and placed them on a nearby table. It was as if the artisan had imagined fantastical beasts by assembling various parts of actual animals. Each also contained paint of a type she couldn't recognize and the colors within swirled, changing with each glance. Even without any proper training, Anne could tell there was magic in these pots. The Tallindor daughter rose her gaze to the floor above and heard few steps from the men she had left. Perhaps they were still in deep discussions about how they would form an alliance with orc-killers in order to save the city from mage-slayers. She grimaced. Her father had proven to be the disappointment she had remembered, and her best friend wasn't who she thought he was... no, he wasn't who she wanted him to be. She sighed. But there was Bronn, resilient and practical as always, and Belfyr, who had been consistent and a decent cook. Resignation set in. Anne collected the odd paint pots, two in each hand, and climbed the stairs to join the others. She slipped back into room and sidled up beside the pair at the chest. "What do you two think these ares?" Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Yveran "Anne" Tallindor Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o Light CrossbowAmmunition, Loading, (Range 80/320), Two-Handed +4 attack, 1d8+2 piercing o DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check., Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells., Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. 1st: Faerie Fire, Longstrider 2nd: Locate Animals or Plants, Locate Object 3rd: Clairvoyance, Speak with Plants 4th: Divination, Locate Creature 5th: Commune with Nature, SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells., Origin: Aberrant MindPsionic Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Psionic Spells Sorcerer Level Spells 1st Arms of Hadar, Dissonant Whispers, Mind Sliver 3rd Calm Emotions, Detect Thoughts 5th Hunger of Hadar, Sending 7th Evard's Black Tentacles, Summon Aberration 9th Rary's Telepathic Bond, Telekinesis, Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature., Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Creating Spell Slots Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7, Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth. Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LucianV Posted March 14 Clone Share Posted March 14 Iymbryl Darcassan - Shahalesti Paladin AC: 18 (breastplate & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 | Channel Divinity 1/1 | Harness Power 1/1 Iymbryl gave a slight bow to the councilman. "You have our thanks. I'm certain we will put your graciousness to good use for the city." After the man had rushed out like a whirlwind, the captain of the guard began to wander once more. He passed a pair of bolas that looked like growing off a vine, a shield looked to be made of glass, and even a helmet shaped like a carved pumpkin. The more he looked, the he realized while the gear as certain to be useful, looking at it made him want to gouge his own eyes out. It made him wonder what sort of a mad man Erdan really was to spend so much time crafting things to be so...unique. When he saw Belfyr's goat hammer he was surprised. Iymbryl had thought for certain the man would use this as an excuse to don some sort of bunny motif. He had no idea what Bronn had in the pot, or the multitude of pots that looked like strange creatures from a child's fantasy land that Anne brought. Eventually, Iymbryl settled on the most practical thing he could find: better armor. Better was of course relative. The only thing that he found as an overall improvement being a garish breastplate that looked as though it had been covered in glue and dipped in a pen of peacocks. He'd had to test the design in the center multiple times, since it looked as though it was only made of feathers but repeated inspection showed it to be some sort of iridescent metal he'd just molded to look like feathers. The guard captain was certain he could remove most of the extraneous feathers with a bit of time, and a good cloak would cover most of it. As much as he hated the look, the fit was painfully perfect. He decided it would be wise to at least wear it out of the councilman's house, to show his appreciation.... "Well, everyone find something they'd find useful?" He continued to brush a pair of real feathers that bent to one side, constantly brushing against his cheek as he spoke. Mechanics Main Hand: N/A Off Hand: Shield Free: N/A Manipulate: N/A Action: N/A Move: N/A Bonus Action: N/A Reaction: N/A Concentration: N/A Mechanics wise, he is taking a breastplate. Spells Cantrips: Minor Illusion (Shape Shadows) 1st Level: Cure Wounds, Command, Disguise Self, Stand the Heat 2nd Level: Invisibility (Shape Shadows) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SirLoganofGilead Posted March 17 Author Clone Share Posted March 17 Book One: The Scouring of Gate Pass Act Three: Escaping The City Olvyn entered the room with an odd look in his eye. He offered the group a small smile and seemed ready to say something before Erdan followed him into the room. Erdan immediately began talking before Olvyn had his chance. "Now that this is all settled, the rest of us can complete our business. The council needs Olvyn here. He will be staying behind, and in turn, we will keep him safe if things get any worse here. " Olvyn gave a small scowl to the man for interrupting him before quickly speaking so the man could not interrupt him again. "The current council is decimated. Erdan does not think he has the votes from the rest of the council to keep the Ragesians at bay. I will be posing as one of the slain councilmen for some time." He turned to Anne. "I must do what I can to protect the city, even if it means I must be parted from you yet again." Erdan nodded, clapped, and then handed Iymbryl a thick envelope. "Take the items you have selected as gifts, but you must promise me that you will find aid for the city once you leave. We will not be able to stand forever against the might of the Ragesian forces, but we can stall them long enough if help is coming." He pointed to the envelope. "Inside are three things that must be delivered to Captain Herreman. He runs a small calvary detachment that patrols the southern border. You will find him two districts to the east near a large stable. There is a barracks there where he and his men currently rest. The first letter inside is from me to Captain Herreman explaining the situation and giving him the same instructions I am about to relay to you. The second paper in the envelope is an official order for them to patrol the roads to the south, but the normal count of his men is inflated by four. The third paper is also an official order giving them permission to come back to the city through a different gate, with their normal count of men on it. Any quiestions?" Erdan is smiling at the party as he explains his plan. Show Active Maps Loot Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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