herastor Posted September 5, 2023 Clone Share Posted September 5, 2023 (edited) 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: 2/3 | Weal/Woe: 3/3 Weaving through another barrage, it was becoming clear that Eithne's part in this combat was to take down the shades before they could bring concentrated fire on any of her friends below. She drew a bead of the shade she hit earlier and issued another beam of light. She wasn't done though. Gasses issued forth from Eithne's form. They gathered at the Measure's crown and blossomed into a miniature star. As the the star collapsed, its light seared another of the shades... Mechanics Flight: 5 rounds Spike Growth: 9.7 minutes Starry Form (Archer): 9.9 minutes Eithne uses her bonus action to attack a shade with her archer attack. Guiding bolt goes into an uninjured shade. Edited September 5, 2023 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Archer Attack w/ Bless 20; 4 1d20+11;1d4 [9]; [9,4] Radiant Damage 8 1d8+6 2 Guiding Bolt w/ Bless 13; 2 1d20+11;1d4 [2]; [2,2] Radiant Damage 16 4d6 6,3,4,3 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 7, 2023 Author Clone Share Posted September 7, 2023 (edited) As the holy light from Eithne reach out and accosts two of the shades, they screech in pain. Nearing death, they both turn and disappear into the darkness. The two remaining shades launch hopelessly misaimed necrotic bolts at Eithne and she remains untouched. With yet another flourish of his flaming blade, Troben downs the enemies around himself, freeing him up as none of the other enemies even notices the knight now unengaged by any of the horde. Vrod destroys the Corrupted battling him, then turns and cleaves into the Warrior Skeleton that he'd hit earlier, sending its bones crumbling to the ground. A Vital Essence forms where the skeleton had been and Vrod, as he turns to face the remaining three Corrupted, shouts the Rik to step into the Orb. Rik steps back, as instructed, and fires his bow, glancing one of the corrupted - an unsatisfying hit, but at least it was a hit. Troben looks around to view the battlefield unhindered by enemies trying to kill him (for the moment). Its hard to tell how Eithne's battle above them is going but he can see Vrod and Rik are thinning their numbers (with some help from Eithne) and the other group seems to also be fairing as well, thinning their own enemies' numbers similarly. ooc Vrod: Corrupted 2, 3, and 4 Rik: Corrupted 2, 3, and 4 (Rik's corrupted... they are different numbers ie. V2 and R2) Troben: No Enemies (15 feet from Rik, 20 feet from Vrod) 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 Shade 1: 8 of 36 HP left. Flee Shade 2: 4 of 36 HP left. Flee Rik is hit and is at 34 of 46 HP. Rik is hit twice, but with the healing orb and Vrod's Spirit Shield, he actually heals back 1 HP. Vrod is at 101 of 112 HP. Vrod is using his Spirit Shield to protect Rik Both Eithne and Troben unscathed this round, yay! Edited September 7, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Two Shades shoot necrotic bolts at Eithne 8,6 repeat(keep(1d20,highest)+4,2) 4,2 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 7, 2023 Author Clone Share Posted September 7, 2023 You guys are up! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted September 7, 2023 Clone Share Posted September 7, 2023 (edited) 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: 2/3 | Weal/Woe: 3/3 Eithne dove under the next two shadow bolts. She was content to let the two shade's flee. It'd be a risky proposition with those shadow beasts lurking at the light's edge. Instead, she closed on the closest of the shades remaining and sent it a torrent of flame and light. Mechanics Flight: 4 rounds Spike Growth: 9.6 minutes Starry Form (Archer): 9.8 minutes Eithne uses her bonus action to attack another shade with her archer attack. She close the distance to it and uses produce flame on the shade. All told, the 38 total damage should finish that one off. Edited September 7, 2023 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Archer Attack w/ Bless 14; 1 1d20+11;1d4 [3]; [3,1] Radiant Damage 13 1d8+6 7 Produce Flame w/ Bless 25; 1 1d20+11;1d4 [14]; [14,1] Fire Damage (Minor Crit!) 12 4d8 5,3,1,3 Link to comment Share on other sites More sharing options...
Shadeus Posted September 7, 2023 Clone Share Posted September 7, 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. Troben knew where he was needed. Vrod could handle his own and Baldric and the others seem to be doing just fine. They needed some Big Rik Energy to keep the party going, so the echo knight moved over to aid him and hopefully whittle down his foes to a more manageable number. Sword in hand, he attacks the first with a flank driving the blade right through the creature. It dissolves to the ground when he moves to flank the second one. With another strike, he downs that corrupted with a slice to its neck. And with a single, fluid motion, he follows through to the last corrupted on the ranger and hits its body. He nods firmly to Rik and then looks around for who to fight next. Tabletop Troben moves to get Corrupted 2 (R2) in flank and will attack with advantage. He will use the "power attack" feature to hopefully dish out some ridiculous damage. Attack #1 - hits for 44 damage Attack #2 - hits for 38 damage Bonus Attack (no advantage) - hits for 19 damage That should kill R2 and R3, and badly wound R4. Edited September 7, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Corrupted R2 24; 1 keep(2d20,highest,1)+6;1d4 [18,3]; [18,3,1] Soft Critical Slashing/Fire damage 28 reroll(3d6,2,below,1)+18 4,3,3 (forgot the critical) 16 reroll(3d6,2,below,1) 2,5,2,6,5 Flaming greatsword attack #2 vs. Corrupted R3 25; 3 keep(2d20,highest,1)+11;1d4 [14,14]; [14,14,3] Soft Critical Slashing/Fire damage 38 reroll(6d6,2,below,1)+8 2,5,6,6,6,6,1 Flaming greatsword bonus attack vs. Corrupted R4 21 1d20+1d4+11 7,3 Slashing/Fire damage 19 reroll(3d6,2,below,1)+8 4,3,2,4 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 8, 2023 Author Clone Share Posted September 8, 2023 Troben is possibly surprised... please give me a Perception check. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted September 8, 2023 Clone Share Posted September 8, 2023 (edited) Troben has a weapon of warning and cannot be surprised. 😀 Everyone within 30 feet of him also cannot be surprised. Edited September 8, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception check (just in case) 11 1d20+6 5 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 9, 2023 Author Clone Share Posted September 9, 2023 (edited) OOC: OOOooo Nice, I remember that now! Troben's mighty onslaught finishes off all three of the corrupted facing off against Rik (the Spike Growth did enough to kill the one hit for 19). Rik smiles at Troben and nods in return, he then steps back a few feet away from Vrod and fires an arrow into one of the corrupted attacking the big orc. Eithne destroys another shade and braces for a blast from the last... but it never comes. Vrod mauls another Corrupted to death and with Rik's arrow lodged into another, he finishes it off too leaving only a single corrupted facing Vrod. But it is a vile creation and refuses to flee, attacking fiercely as if it still had its allies alongside of it. "Its mine, knight!" Vrod growls as he positions his body between Troben and the last of the corrupted. Then the 'warning' comes and Troben turns to see the inky black skin of a Shadow Beast leaping at him. The beast was very fast and its jowls chomped down on Troben's Arm as he raised it to defend himself. Throwing the beast aside, it snaps at his thigh but Troben is fast too and it misses. ooc Vrod: Corrupted 2, 3, and 4 Rik: Corrupted 2, 3, and 4 Troben: 1 shadow beast 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: 17 HP: 70 Attacks 2x Bite Attacks: +8, 2d6+2 Piercing damage. Special On bite; Target must make a DC 12 CON save or suffer corruption. Suffering Corruption takes 1d6 additional Necrotic Damage plus 1 point of necrotic damage per round until healed (like a bleed). In addition, they suffer 1 point of corruption, plus 1 point of corruption for each 4 points by which they fail the save. Resistance: All Physical Damage including Force (They are kind of 'liquid-y') Vulnerabilities: Radiant Damage Mystic Essence Roll: 2d8 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: 1d6 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 Three Shades flee, one is dead. Eithne gets a 1d6 ME roll for the dead shade. Troben suffers 7 piercing damage and must make a CON save vs. DC 12 against corruption. Rik is hit and is at 34 of 46 HP. Vrod is at 101 of 112 HP. Edited September 10, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shadow Beast Attacks Troben 22; 11 1d20+8;1d20+8 [14]; [14,3] One hit 7 2d6+2 3,2 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 9, 2023 Author Clone Share Posted September 9, 2023 You lot are up! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted September 9, 2023 Clone Share Posted September 9, 2023 (edited) Troben the Ragler AC: 21 | Hit Points: 86/105 | 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. As the Shadow Beast appears, he grins and says, "Well! Got tired of me killing your buddies. Sure, I can take you on. Where's your friends? They not brave enough? It's okay. I'm a little scared of me too. After all, it's not every day you can challenge Troben...Troben the Ragler!" With a wide, overhand swing, he brings the sword down hard into the shadowy creature from this cursed realm. It's lithe and he's not even sure the initial strike lands, but the backswing does giving it a solid cut. With nothing else to do, he summons his echo again close by. Tabletop First, we have to start with that Con saving throw (DC 12) | Success! @Papa Bear - can you please let me know if this is a magic save? He would get advantage. Now, it's time for some attacks! Attack #1 - hits AC 19 for 21 damage (4 of which is fire) Attack #2 - hits AC 27 for 19 damage (2 of which is fire); if it's a soft critical, then it does another 11 damage (3 fire) I'm going to guess that's not enough to kill it, so that means he will spend a bonus action to summon an echo about 15' away. Edited September 9, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Constitution Saving Throw (DC 12) 17 1d20+1d4+7 9,1 Flaming greatsword attack #1 vs. Shadow Beast 19 1d20+1d4+11 6,2 Slashing/Fire damage 21 reroll(3d6,2,below,1)+8 6,3,4 Flaming greatsword attack #2 vs. shadow beast 27 1d20+1d4+11 15,1 Slashing/Fire damage 18 reroll(3d6,2,below,1)+8 2,1,1,2,6,2 Soft Critical damage? 11 reroll(3d6,2,below,1) 2,4,1,4,3 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 9, 2023 Author Clone Share Posted September 9, 2023 (edited) Soft crit. They have an AC of 17 Its suffered 30 points of damage (9 fire, 21 slashing). With its unnaturally dark 'skin', its hard to tell how 'hurt' it is. But it seems to have been very affected by the attack... maybe that's a clue. Resistance: All Physical Damage including Force (They are kind of 'liquid-y') And yes, I didn't think about the corruption save being from a magical source at first but when I thought about it, because you asked, yes... I would think it would be magical in nature. Edited September 9, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted September 9, 2023 Clone Share Posted September 9, 2023 (edited) 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: 1/3 | Weal/Woe: 3/3 How? How did it...? Eithne shook off her confusion and leveled her staff at the beast. Light rained down on it from on high while she looked around, trying to keep tabs on the others. Mechanics Flight: 3 rounds Spike Growth: 9.5 minutes Starry Form (Archer): 9.7 minutes Eithne uses her bonus action to attack the shadow beast that wounded Troben with her archer attack. She follows up with guiding bolt cast at the same target. Edited September 9, 2023 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Archer Attack w/ Bless 25; 1 1d20+11;1d4 [14]; [14,1] Radiant Damage 14 1d8+6 8 Guiding Bolt w/ Bless 28; 1 1d20+11;1d4 [17]; [17,1] Radiant Damage (Minor Crit!) 30 8d6 4,4,1,4,2,6,3,6 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 10, 2023 Author Clone Share Posted September 10, 2023 (edited) Vrod gets a couple brilliant strikes and Rik finishes off the last of the Corrupted with an arrow straight into the eye. Between them, Troben and Eithne destroy the Shadow Beast, leaving only a few more corrupted and a Warrior Skeleton still attacking Tiberion, Austin, and Baldric. Vrod gives a howl of victory before turning and seeing the remaining advisories, then grinning broadly as he begins to charge. Rik nocks an arrow and takes aim. You notice little horns forming at the top of Rik's forehead at the hairline. In the dark, Troben hears (Eithne is kind of too far away but she could hear it too on a DC 15 Perception Check, only made possible because of her insane Passive Perception) a strange *ooop ooop tck tck tck* sound then crunching as apparently the remaining Shadow Beasts run away. OOC: Eithnie's big blast kills off the Shadow Beast and she gets a 2d8 ME roll for it. Shadow Beast (update) Shadow Beasts appear as inky black, massive wolf-like creatures AC: 17 HP: 70 Attacks 2x Bite Attacks: +8, 2d6+2 Piercing damage. Special On bite; Target must make a DC 12 CON save or suffer corruption. Suffering Corruption takes 1d6 additional Necrotic Damage plus 1 point of necrotic damage per round until healed (like a bleed). In addition, they suffer 1 point of corruption, plus 1 point of corruption for each 4 points by which they fail the save. Resistance: All Physical Damage including Force (They are kind of 'liquid-y') Vulnerabilities: Radiant Damage Mystic Essence Roll: 2d8 Edited September 10, 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 11, 2023 Clone Share Posted September 11, 2023 Troben the Ragler AC: 21 | Hit Points: 86/105 | 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 goes over and pats Rik on the head and says, "Well get this taken care of as soon as we get back. As long as it isn't permanent, we are both good!" He pats the archer on the back, perhaps a little too hard. He points to the other group and says, "Let's get back together and help them mop up. I'm a little nervous about those shadow beasts. It's almost like they were testing us. If we have nothing else, we may be able to track the group back to where they came." Troben will search the area as well. Others could have died here and maybe there is something to find among the bones. While he's searching, he says to Eithne, "Your radiant attacks were really effective. If you could figure out a radiant rune, that would be huge. Don't get me wrong; acid would be great. But it seems like stuff here doesn't like that holy energy." Tabletop Nothing really to add. It would be nice to heal up a little bit; Troben doesn't need much healing. But that's a nice to have and definitely not required. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted September 17, 2023 Clone Share Posted September 17, 2023 (edited) 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: 1/3 | Weal/Woe: 3/3 "I've thought the same Troben. Where we could learn that recipe, I've no idea. Perhaps my diadem will reveal it in time." Eithne's voice rumbled out from her. She hadn't dropped her transformation just yet. Precaution seemed to be the case, but there were other factors. One of them was concern for Rik. Those horns on his head were a sign of her own negligence. His weapon was starting to affect him and it was something she needed to address. Not here though, it needed to wait until their return to town. To that end she turned towards the other half of their number, ignoring all else, prepared to lend them her aid. Mechanics Edited September 17, 2023 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC 15 Perception 13 1d20+11 2 Link to comment Share on other sites More sharing options...
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