Papa Bear Posted August 24, 2023 Author Clone Share Posted August 24, 2023 Both Baldric the Bold and the priest Tiberion cast Bless, ensuring that everyone has the blessing of their gods (and a +1d4 bonus!). OOC: I'm not going to rush into the battle in case someone wants to join in. But let's A) get initiatives for anyone who wants in and B) we'll look to get rolling again at the beginning of the week. So no pressure if you can't make this battle (or want a break from the battle). We've got a lot of NPCs right now and because of the awful nature of the Shadowlands, the Paladin and Cleric can't keep up their divine light that helps drive back the oppressiveness of this place, which is why they return often to the town of Ravencrest. Its kill a bunch of baddies, go home for a while (with Grenval's runestones) then come back and kill some more. Its slow progress, but its progress (hopefully!) :Devilish grin: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted August 30, 2023 Clone Share Posted August 30, 2023 (edited) Troben the Ragler AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben grins as the horde of evil things start coming toward him. Fearlessly, the echo slips through gliding effortlessly across the crushed bone landscape. With the flaming greatsword in hand, he swings it in a wide arc looking to crush as many of the foes before they can become a problem. He's a wrecking ball crushing the weakling creatures sending them flying in all directions. Tabletop Troben will move up another 30 feet and send his echo the rest of the distance. He will get three attacks this first round thanks to dread ambusher (the third adds an extra 1d8 damage). He did stupid damage: Attack #1 = 22 damage (would could kill 11 mooks, if they were close enough) Attack #2 = 32 damage (would kill 16 mooks) Attack #3 = 29 damage (would kill 15 mooks...if they were close enough together) Edited August 30, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Greatsword attack #1 20 1d20+1d4+11 7,2 Slashing damage (last d6=fire dmg) 21 reroll(3d6,2,below,1)+8 5,4,4 Extra Dread Ambusher dmg 1 1d8 1 Flaming Greatsword attack #2 31 1d20+1d4+11 17,3 Soft Critical Slashing damage 32 reroll(6d6,2,below,1)+8 4,2,4,2,4,1,3,6,3 Flaming Greatsword attack #3 33 1d20+1d4+11 19,3 Soft Critical Slashing damage 29 6d6+8 3,5,6,1,3,3 Link to comment Share on other sites More sharing options...
Papa Bear Posted August 30, 2023 Author Clone Share Posted August 30, 2023 (edited) Troben's echo unleashes a furry of carnage as he glides from foe to foe like a maelstrom of fire and steel until the shear numbers of shadow and dead finally overrun it and trample it under foot. the horde of vile minions shriek as they rush into the holy light cast by the paladin and cleric. 'To arms!" Baldric calls out but he and his group turn to face an equal size charge of enemies from your flank. Behind a wall of rotting flesh and bone you can see shadow flirting around the edge of the light. Large Skeletons well armed with weapons push toward you through the throng. fleshy zombie creatures, fully corrupted beings likely from one of the many realms lurch hungrily at you while dark creatures looking almost like wolves dance about the fringes looking for opportunities to strike. ooc Eithne wins initiative and may act now. The corrupted, 28 Days Later style zombies, act next. Then Troben. from there we'll go into block initiative. Troben's amazing attack wiped out about a third of the mooks. Since they can only attack in melee, you can only be attack by no more than 8 of them at a time. The Minions 2 HP. If the last one hit takes 1 damage, it also dies (round up) While in the holy aura of the paladin and cleric, the minions have Disadvantage on their attacks. AC: mook 'auto-hit' rules Attacks Claw/Slam: 1d20, 1d4 damage The Corrupted These unfortunate creatures are lost beings from the various realms invaded by the Battle Land who succumbed to the vile oppression of the Shadow Realm. AC: ?? HP: ?? Attacks Bash: +3, 1d6+1 bludgeoning damage Special ?? Shadow Beasts Shadow Beasts appear as inky black, massive wolf-like creatures AC: ?? HP: ?? Attacks ?? Special ?? Shades Shades are as whisps of thick smoke flying about AC: ?? HP: ?? Attacks ?? Special ?? Warrior Skeletons Warrior Skeletons are humanoid animated bones standing about 8 feet tall armed with both weapons and armor. AC: ?? HP: ?? Attacks ?? Special ?? Edited August 31, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted August 30, 2023 Clone Share Posted August 30, 2023 Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 9/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 6/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 3/3 | Weal/Woe: 3/3 Shadows... I had hoped to avoid using it too early... The "it" Eithne referred to was her starry form. The light she could summon probably would attract more undead, but the shadows in the horde's midst were probably weak to it. Her form darkened, something even a burst of fire in her hand couldn't illuminate, and she tossed said fire into the crowd. Mechanics Flight: 7 rounds Spike Growth: 9.9 minutes Eithne uses her archer starry form with a bonus action and uses her action to cast produce flame. Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame 15 1d20+11 4 Bless 1 1d4 1 Fire Damage 9 2d8 7,2 Link to comment Share on other sites More sharing options...
Papa Bear Posted August 31, 2023 Author Clone Share Posted August 31, 2023 (edited) Eithne's flame bursts over several of the horde, killing 5 more. two of the corrupted circle around Troben, attacking him but missing, as other corrupted do the same to Vrod and Rik. Eithne is safely out of their reach. (((ooc: that's 6 corrupted, two on each land bound companion Troben's action))) Edited August 31, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls corrupted 1 attacks Troben at Disadvantage w/+3 8 drop(2d20,1,highest)+3 19,5 corrupted 2 attacks Troben at Disadvantage w/+3 12 drop(2d20,1,highest)+3 16,9 Link to comment Share on other sites More sharing options...
Shadeus Posted August 31, 2023 Clone Share Posted August 31, 2023 (edited) Troben the Ragler AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben grins as the corrupted approach him and give a tired pair of attacks that he barely needs to defend. He says boldly, "My turn!" With a flourish of his blade, he cleaves into the nearest of the shadowy creatures. The strike is near perfect and cuts deep across its shoulder halfway across its body and smell of burnt flesh fills the desolate plain. He spins with a blindly quick strike. His sword is like a beacon of death looking to cut down one of the fell creatures. Using the momentum from the attack, Troben looks to carve another of the corrupted looking to put them down for good. He smirks and says, "Well then. Let's make short work of these before they overrun us." Tabletop Troben will attack the corrupted near him. Attack #1 - Critical hit for 29 slashing and 10 fire damage. I'm going to expect that to kill the corrupted. Attack #2 - Hit for 17 slashing, 6 fire damage I'm going to guess that kills one more of these guys. His GWM ability kicks to allow the extra attack as a bonus action. If either of his two corrupted are still alive, he will keep attacking them. Otherwise, he goes to the next closest corrupted, or Rik's enemies if he can help him out. Attack #3 - Hit for 14 slashing, 5 fire damage Edited August 31, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. corrupted 1 32 1d20+1d4+11 20,1 Critical Slashing damage 29 reroll(2d6,2,below,1)+20 3,2,6 Fire damage TypeError: Cannot read property '2' of null reroll(1d6+6,2,below,1) Fire damage 10 reroll(1d6,2,below,1)+6 4 Flaming greatsword attack #2 vs. corrupted 2 24 1d20+1d4+11 12,1 Slashing damage 17 reroll(2d6,2,below,1)+8 1,2,5,4 Fire damage 6 reroll(1d6,2,below,1) 6 Flaming greatsword bonus attack vs. corrupted ? 18 1d20+1d4+11 5,2 Slashing damage 14 reroll(2d6,2,below,1)+8 5,2,1 Fire damage 5 reroll(1d6,2,below,1) 5 Link to comment Share on other sites More sharing options...
Papa Bear Posted August 31, 2023 Author Clone Share Posted August 31, 2023 (edited) Troben cleaves the first of the corrupted in half and nearly the second. Dazing the creature, the knight is able to finish it off. It gives him a moment to assess the situation; Vrod easily cuts dow one of the corrupted and deftly avoids their attacks, as does Rik, though his arrows do not fell a corrupted as Vrod's ax had. The shades are barely visible as they stay just outside of the holy light that surround Tiberion and Baldric. they do shoot some kind of shadowy bolts at Eithne The mob surges forward and surrounds everyone but Eithne but the Shadow Beasts hang back, outside of the holy light. ooc These enemies have disadvantage on attacks while in the holy light. Troben has 3 Warrior Skeletons around him and 3 mooks Vrod has 1corrupted, 4 mooks, and 1 Warrior Skeleton Ric has 2corrupted (one withonly about 1/3 life left) and 4 mooks the rest of the horde continues to surround the group Troben does not get Mystic Essence rolls because the Corrupted are beings from innocent realms that have been turned (remember the Huntsman). on death, their souls are taken by the Demon Lord that corrupted them. It does not become Mystic Essence The Minions 2 HP. If the last one hit takes 1 damage, it also dies (round up) While in the holy aura of the paladin and cleric, the minions have Disadvantage on their attacks. AC: mook 'auto-hit' rules Attacks Claw/Slam: 1d20, 1d4 damage Mystic Essence Roll: none The Corrupted These unfortunate creatures are lost beings from the various realms invaded by the Battle Land who succumbed to the vile oppression of the Shadow Realm. AC: 15 HP: 30 Attacks Bash: +3, 1d6+1 bludgeoning damage Special ?? Vulnerabilities none Mystic Essence Roll: none Shadow Beasts Shadow Beasts appear as inky black, massive wolf-like creatures AC: ?? HP: ?? Attacks ?? Special ?? Vulnerabilities ?? Mystic Essence Roll: ?? Shades Shades are as whisps of thick smoke flying about AC: ?? HP: ?? Attacks Shadow Bolt: +4, 2d8 necrotic damage Special ?? Vulnerabilities ?? Mystic Essence Roll: ?? Warrior Skeletons Warrior Skeletons are humanoid animated bones standing about 8 feet tall armed with both weapons and armor. AC: ?? HP: ?? Attacks Weapon: +5, 1d8+1 slashing Special ?? Vulnerabilities ?? Mystic Essence Roll: ?? Edited August 31, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shadow Bolts at Eithne 20,13,8,15 repeat(keep(1d20,highest)+4,4) 16,9,4,11 3 Warrior Skeletons, 2 attacks each on Troben with flanking. Advan and Disad cancel out 17,13,6,18,10,21 repeat(keep(1d20,highest)+5,6) 12,8,1,13,5,16 3 mook attacks on Troben. Advan and Disad cancel out 20,7,3,2,1,19 repeat(1d20,6) 20,7,3,2,1,19 1 hit on Troben from Warrior Skeleton 4 1d8+1 3 Link to comment Share on other sites More sharing options...
Papa Bear Posted August 31, 2023 Author Clone Share Posted August 31, 2023 Everyone is up! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted September 1, 2023 Clone Share Posted September 1, 2023 Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 9/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 6/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 3/3 | Weal/Woe: 3/3 Eithne deftly avoided most of the shadow bolts thrown her way, except for the first. That one she slapped away with her shield as her transformation completed. She pointed her finger at the shadows and returned their fire with light. Speaking of fire, another teardrop of flame tumbled away from her fingers and into the dead below. Mechanics Flight: 6 rounds Spike Growth: 9.8 minutes Starry Form (Archer): 10 minutes Eithne uses her bonus action to attack a shadow with her archer attack. Produce flame gets used again to clear some space for the defenders below. Name xDiceName xDiceResult xDiceString xDiceRolls Archer Attack 17; 2 1d20+11;1d4 [6]; [6,2] Radiant Damage 7 1d8+6 1 Produce Flame (w/ Bless) 27; 4 1d20+11;1d4 [16]; [16,4] Fire Damage 9 2d8 6,3 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 1, 2023 Author Clone Share Posted September 1, 2023 (edited) oh crud, forgot about spike growth... that wipes out all the minions by itself All mooks die horribly running through the growth. I'm sorry! Edited September 1, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted September 1, 2023 Clone Share Posted September 1, 2023 (edited) Troben the Ragler AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Seeing the minion scurry across the bones, they pay no attention to the enchanted ground until its too late and they die badly, their entire existence in vain. Troben shoots Eithne a grin and says, "Nice job, Eithne! When they sing the tale of how we freed the Realm of Shadows, there will be special mention of you bewitched the very land to crush our enemies!" The echo knight sizes up the trio of warrior skeletons that look to surround him. He needs to crush them quickly before they can surround him. But...that's fine. It will just add to his legend. He looks to the first undead creature and swings his greatsword into its midsection. It's a vicious strike and bone chips fly everywhere. Offering no mercy, he swings again cracking ribs. Tabletop Troben doesn't have anywhere to go, so he's going to focus on the three enemies next to him. Attack #1 - I'm going to assume a 30 is a soft critical for 30 slashing and 9 fire damage. Attack #2 - AC 21 for 14 slashing and 4 fire damage. If that killed Warrior Skeleton 1, then he gets an extra attack as a bonus action. If he doesn't kill it, then he will summon his echo. I'm going to roll that attack just in case: Hits AC 20 for 19 slashing, 1 fire. Edited September 1, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Warrior Skeleton 1 30 1d20+1d4+11 16,3 Soft Critical Slashing damage 30 reroll(4d6,2,below,1)+8 4,1,6,6,6 Soft Critical Fire damage 9 reroll(2d6,2,below,1) 3,6 Flaming greatsword attack #2 vs. Warrior Skeleton 1 21 1d20+1d4+11 9,1 Slashing damage 14 reroll(2d6,2,below,1)+8 1,3,3 Fire damage 4 reroll(1d6,2,below,1) 4 Flaming greatsword bonus attack vs. Warrior Skeleton 2 20 1d20+1d4+11 6,3 Slashing damage 19 reroll(2d6,2,below,1)+8 2,5,6 Fire damage 1 reroll(1d6,2,below,1) 1,1 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 3, 2023 Author Clone Share Posted September 3, 2023 (edited) The cries from the shade is bloodcurdling as the radiant bolt strikes it. Her fire splashes down directly onto the head of one of the corrupted attacking Rik, killing it. Vrod slips up along side Rik, and the two of them go back to back as the big orc slaughters two more of the corrupted. Troben's blade flashes and he kills one of the Warrior Skeletons and two more chops kills the second. But the horde keeps moving forward, cut and scratched by the invisible barrier of thorns, which they seem to pay no heed, except possibly the Shadow Beasts which continue to stalk around at the edge of the light. With the mass of bodies surrounding them, it is hard to tell what is going on. Though, Eithne from her vantage point can see everyone below becoming surrounded. While her Spike Growth has thinned the enemies considerably on her side, she can see that the Priest, Tiberion, has cast Spirit Guardians... though not as effective, it has a similar effect, providing a thinning of the enemies surrounding them. ooc Shade 1: 22 of 36 HP. Eithne thinks she sees three of them, probably four because four bolts came at her. Rik's Corrupted 1, 2, 3, and 4: Eithne's flame finishes offf the 1st corrupted that was already injured thanks to her 'soft crit' (I just doubled the damage rolled). No ME roll for Corrupted kills. Vrod Corrupted: 1 - 4, Vrod Warrior Skeleton: 1 Troben Corrupted: 1, 2, & 3 Troben Warrior Skeletons: 1 & 2 More enemies push in on the heroes, surrounding and flanking them. The Corrupted These unfortunate creatures are lost beings from the various realms invaded by the Battle Land who succumbed to the vile oppression of the Shadow Realm. AC: 15 HP: 30 Attacks Bash: +3, 1d6+1 bludgeoning damage Special ?? Vulnerabilities none Mystic Essence Roll: none Shadow Beasts Shadow Beasts appear as inky black, massive wolf-like creatures AC: ?? HP: ?? Attacks ?? Special ?? Vulnerabilities ?? Mystic Essence Roll: ?? Shades Shades are as whisps of thick smoke flying about AC: 15 HP: 36 Attacks Shadow Bolt: +4, 2d8 necrotic damage Special ?? Vulnerabilities: Radiant Damage Resistance: All physical damage including Force Immunities: Necrotic Mystic Essence Roll: ?? Warrior Skeletons Warrior Skeletons are humanoid animated bones standing about 8 feet tall armed with both weapons and armor. AC: 14 HP: 22 Attacks Weapon: +5, 1d8+1 slashing Special ?? Vulnerabilities: Fire Mystic Essence Roll: 1d6 Summary Troben killed two Warrior Skeletons for two 1d6 ME rolls. Troben took 4 points of damage from last round. this round he suffers 2 bludgeoning and 6 slashin for a total of 8 more damage Rik is hit and is at 33 of 46 HP Vrod is at 101 of 112 HP. Vrod is using his Spirit Shield to protect Rik Edited September 3, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shadow bolts at Eithne 12,15,10,18 repeat(keep(1d20,highest)+4,4) 8,11,6,14 3 Corrupted attacks on Troben 21,11,9 repeat(keep(1d20,highest)+3,3) 18,8,6 3 Warrior Skeleton attacks on Troben 20,22,6 repeat(keep(1d20,highest)+5,3) 15,17,1 1 corrupted hits Troben 2 1d6+1 1 1 Warrior Skeleton hits Troben 6 1d8+1 5 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 3, 2023 Author Clone Share Posted September 3, 2023 Y'all up again :) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted September 3, 2023 Clone Share Posted September 3, 2023 (edited) Troben the Ragler AC: 21 | Hit Points: 93/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Suffers a few cuts and scraps from his attackers, but it more annoyed at how many of them there are. At least Eithne's spell has hurt most of them, he thinks to himself. Seeing the Warrior Skeletons ignite so quickly from his flames, he continues to press the attack on them hoping to kill them off quickly. The first strike is good enough to slice right through the spine of the creature and it collapses in a heap. On his backswing, the sword cleaves into the head of the other skeletal creature and it flies off its body somewhere into the distance and also collapses to the ground. With a half-spin, he slams the greatsword down hard into one of the corrupted souls attacking him and he cuts deep sending it to the bony ground at their feet. With a hint of sarcasm, he says, "Who's next?!" Tabletop Troben's hit points have been updated. Attack #1 - Good for 18 slashing and 8 fire damage which kills Warrior Skeleton 1; it also gives him an extra attack as a bonus action. Attack #2 - Critical hit for 30 slashing and I didn't even both to roll fire...Warrior Skeleton 2 is dead. Bonus Attack - Hit with a soft critical for 24 slashing and 9 fire which killed Corrupted 1. He should just have Corrupted 2 and 3 left. I put the two new mystic energy rolls in the other thread for killed Warrior Skeletons 1 & 2. Edited September 3, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Warrior Skeleton 1 20 1d20+1d4+11 5,4 Slashing damage 18 reroll(2d6,2,below,1)+8 5,2,5 Fire damage 4 reroll(1d6,2,below,1) 4 Flaming greatsword attack #2 vs. Warrior Skeleton 2 35 1d20+1d4+11 20,4 Critical Slashing damage 30 reroll(2d6,2,below,1)+20 6,4 Flaming greatsword bonus attack vs. Corrupted 1 31 1d20+1d4+11 19,1 Soft Critical Slashing damage 24 reroll(4d6,2,below,1)+8 5,6,1,3,2 Soft Critical Fire damage 9 reroll(2d6,2,below,1) 3,6 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 3, 2023 Author Clone Share Posted September 3, 2023 Now that he is no longer enveloped by enemies, Troben can look around after his recent flurry to find that only two Corrupted remain around him. The wave of enemies seems to have subsided. However, with the exception of Eithne flying above the group, all of the rest of his companions are yet surrounded. He gets a chill as he briefly makes eye contact with one of the Shadow Beasts standing just outside of the light cast by the two holy men. Though it is very dark and barely visible, there is an unholiness to those eyes. Despite his belief that he's going to easily overmatch the two corrupted attacking him, the knight can only spare a momentary glance then devotes his attention to the creatures that would surely kill him should he stop paying attention to him as they press their attack. A quick glance back and he sees that the Shadow Beast is no longer where he had last seen it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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