Underleaf Posted April 17 Clone Share Posted April 17 Anne 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 The sounds she had been making did little to distract the thugs that tailed them, and upon hearing the conversation with Iymbryl, she understood why. Anne narrowed her eyes, hoping to see more of details on the two that came forward, but anger flared and hid the information she needed. Though she heard what she needed to hear. They were seeking out spellcasters. The attacks had stopped...rumors had been whispered. Ragesia had gained a foothold in her home. "You're looking in the wrong place, as my friend here said. Olvyn left our group...to be with more like him." Her best guess was that they were looking for her and her father. Anne grimaced, more reminders that people wished her ill for being who she was. Mechanics Main Hand: Empty Off Hand: Empty Action: prestidigitation, repeated Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Anne 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. o Paint pots 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 Perception 13 1d20+3 10 Link to comment Share on other sites More sharing options...
LucianV Posted April 22 Clone Share Posted April 22 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 The guard Captain pursed his lips in dismay as he listened to the pair. His eyes watched them intently as the others spoke, trying to gauge their reactions to the group. The more they spoke the more his suspicions were confirmed. "Your...investigation?" Iymbryl could feel something burning in the pit of his stomach with each word the men spoke. The idea that whomever these men worked for they would impersonate the people responsible for the safety and wellbeing of the city disgusted him. He analyzed their words. As someone who had spent a lifetime being very deliberate with their own, it wasn't hard for him to see how they had avoided lying. "I've no doubt you know who I am. But your memory seems as short as your wits, privates. Is that how you address a senior officer? I don't give a damn about what you SAY your orders are. Show me your writ. You know, the one signed by at least someone of sufficient rank that you'd have the gall to stop me." His eyes bored into the man speaking with a quiet intensity while he held out a hand for a moment and waited. "No? Should I be surprised then that you haven't even mentioned who gave you these orders? There are many tasks the Guard haven't taken on when the city is in such a situation, but do you think for a damned second I would let you take ANY citizen for ANY reason?" His voiced lowered, but the dangerous edge didn't relent. "Impersonating a member of the guard is a serious crime in the best of times. Right now, I'm well within my authority to be your judge, jury, and executioner. So chose your next words with even greater care. Because if you attempt to lie to me, or don't give me the answers I want you'll discover the fury of the real Guards of Gate Pass. Who gave your orders and why are you trying to take citizens of MY city unlawfully?" 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 Link to comment Share on other sites More sharing options...
SirLoganofGilead Posted Tuesday at 11:18 PM Author Clone Share Posted Tuesday at 11:18 PM Book One: The Scouring of Gate Pass Act Three: Escaping The City The man who has been doing most of the talking calls back out to the group, but his confidence seems to be a bit shaken. "Listen here, Captain. I don't need all of you! I just need the mongrel woman, and the other pointy-eared fellow to come over here so we can ask them some questions. I'm just following orders, the REAL question here is what are you doing with magic-using spies?" Just as he finishes talking a caravan begins passing behind them. It appears to be a prisoner caravan approaching from the west, heading for the central district. A dozen soldiers escort a pair of wounded and bound orc soldiers wearing the uniform of Ragesian infantry; scale mail, a red tabard with a half-crescent fireball on the chest, and a heavy winter coat of bear furs. One of the orcs glances at the party through his one good eye, the other half of his face scarred from an old burn wound. As the convoy marches by, the guards become subdued. One half-heartedly congratulates the soldiers and gets spit upon by the one-eyed orc for his trouble. He angrily wipes the spit from his face, and the group looks back at the party, still expecting you to comply with demands. Show Active Maps Loot Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted Wednesday at 07:55 PM Clone Share Posted Wednesday at 07:55 PM 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 eyed these supposed guardsmen, not budging even the slightest as the leader demanded they turn over their own. It wasn't happening, not while this dwarf was around. He guessed his initial impression was right, that these were mere thugs, and the way they acted all squirrely as a bunch of real guards passed by told confirmed it in his mind. He'd spit on a few guards himself, and there weren't any he could recall that took so lightly to the insult. Still, a fight with these clowns was a waste of resources, and he didn't want anyone in that caravan stopping either. "You deaf? The Captain here is the one asks the questions. He outranks you, so get goin' and mebbe we won't flag down that wagon and have them throw you in back too for disobeying a superior." Of course, there was always the possibility he was wrong. But he guessed they'd know either way soon enough. A third possibility dawned on him, that these might be bounty hunters of the same ilk that had been after them at the Poisoned Apple, but by his guess those were professional soldiers. This lot seemed amateur in comparison. 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 Thursday at 12:45 AM Clone Share Posted Thursday at 12:45 AM 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 stares at the pretend guards for a moment, impressed they have doubled down on what most obviously must be lies. At Bronn's comment, the guard Captain's lips curl up into a dark grin. "I want you to know: for insulting a dear friend of mine, I was fully prepared to run you through. However, my companion makes an excellent point, and has just reminded me there are fates far worse than death." The guard Captain turns toward the caravan moving past and raises a hand. "EXCUSE ME, SIRS! I AM IYMBRYL, GUARD CAPTAIN!" Seeing he had at least some of the passing soldier's attention, he continued. "I've been tasked with escorting some civilians and seem to have run afoul of a group impersonating city guard. I suspect them to be in league with Ragesia. I don't suppose you'd be willing to add a few spies to your wagon, would you?" The Elven Captain straightened somewhat as his intense stare fell back on the men. "Whatever hole they toss you in, whatever torture they use to find out who you really are and why you're trying to abduct OUR city's citizens, I hope it haunts you for the rest of your miserable lives..." 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 Link to comment Share on other sites More sharing options...
Underleaf Posted Thursday at 01:31 AM Clone Share Posted Thursday at 01:31 AM Anne 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 Mongrel. Anne had heard them all. Pignose, moldskin, bastard, mudspawn, mule, half-breed... and many more. But they were usually heard while she was alone, walking on the street, sitting at a bar. They were taunts by those moving past her, not truly wanting to engage, just hoping that calling a girl names would make them stronger. She had learned to ignore them in public. She didn't take the names personally. But she was always alone. Now, over the last few days, these slurs were directed at her while with others who were a part of her life. A fire in her chest burst with anger, but before she could react her companions spoke, threatened, stood guard against the ignorant, protecting herself and Belfyr. Anne's cheeks flushed with a different emotion, one she rarely acknowledged as it was far more dangerous than any other. She glanced at the half-elf beside her and stepped backward as embarrassment began to claim her. Mechanics Main Hand: Empty Off Hand: Empty Action: prestidigitation, repeated Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Anne 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. o Paint pots 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...
Gralhruk Posted Thursday at 07:06 PM Clone Share Posted Thursday at 07:06 PM 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) As Iymbryll called out to the caravan guards, Bronn resisted mightily the urge to put a hand to his head in disgust. He wanted to scare these thugs off without having to fight them or slow their escape from the city. They had a mission, and getting it done sooner was better. Involve guards in anything and it was liable to get messy, and he hated mess. Still, there wasn't much to do for it now except back the play so he just kept his eyes on the foe and looked as imperturbable as ever. Likewise, he resisted the urge to glance the Captain's way as he threatened these fools with torture and imprisonment for the forseeable future. I mean, he was all for getting this lot out of here but that seemed a bit harsh. Then again, Iymbryll had surprised him once or twice with a depth of venom he hadn't thought was in the fastidious elf. Hard to pull off, especially in this peacock getup he'd got on now, but he seemed to be managing it just fine. It'll be okay. Sure it will. Best to be ready in case things to go shite though. 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...
Basil_Bottletop Posted 14 hours ago Clone Share Posted 14 hours ago 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 So deep into his disguise was he, that Belfyr didn't immediately realize that he'd been fingered as the elf. Especially given the derogatory nature of the accusation and what might be entailed in the captivity of such a label. He tugged at his beard and a flash of the last decade of his life swept over him as he questioned every encounter he'd ever had in regards to the nature of his lineage and his person at-large. The seriousness of it could not puncture the armor of his sudden revelation that perhaps he'd never been hidden well enough and all those people that had passed through his life simply hadn't been rude enough to mention it. As the gravity of their present circumstance caught hold of his feet again, he flustered through a series of rapidly succeeded blinks. By then, Iymbryl had done what town guards do, and for once in his life the half-elf was pleased at the development. Too often, he was on the other side when a posse was being rounded up. Too often, he was the one counting his side on one hand as a counter. He tapped his staff to indicate he agreed with the move by the Shahalesti, but also to remind the others that the portly half-elf was already moderately armed in the off chance that things turned against them. It was a scenario that had happened before and no doubt it would happen again. 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...
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