PureChance Posted September 19 Clone Share Posted September 19 (edited) Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis listens carefully to Ser Michelle's retelling of the vision, and his companions opinions. It's clear the majority, if not all, believe she should be set free, though at least Mery seemed to appreciate his position in the matter. Coltan most surprised him, the dour smith going from chief skeptic to decided proponent over course of a vision, though he supposed that's what faith meant. He slipped his tabard on over a loose woven linen shirt for the sake of propriety and a little formality, but saw no reason to don the heavy armour yet. Besides, he's yet to get his sea legs - or river legs - and stumbling around weighed down like that was much harder. "They did deserve better," Artanis agrees with Modri and Hunni, "though I can't say I'm surprised by that given what we've seen so far. Takhisis rules through fear. Even your recruitment was the same Ser Michelle, bow or die. I'm glad to hear you'll have a home to return to once she's defeated at least." "However," he continues, turning to ensure everyone can hear him though still addressing the red dragon commander "the unfortunate truth remains that no matter how much I agree with my comrades assessment, I lack the authority to pass summary judgement. I am only of the Crown, not the Rose, and if I were to dispense with the Orders rules I'd be no better than the likes of Jeyev or your old commanders. What sets us apart is doing the honourable thing, even when it's not the easy thing. The same reason you didn't escape with Jeyev." He looks around his new companions, wondering what conflict he will see from this position. Determination reflects in his eyes to hold the course. "I can say that like my companions I will speak in your favour, but until we find an appropriate order representative I cannot free you." He lifted a hand to forestall any more vociferous objections for a moment. "Having said that, this is obviously some leeway in the treatment of prisoners. It wouldn't be practical to keep a person bound for many miles or many weeks whilst seeking justice, and many prisoners become co-operative. There is no reason you could not be armoured, nor reason you could not be allowed degrees of freedom in your movements, though I will retain your blade for principle. I do ask you to remember that until presentation, your deeds will be mine to answer for, and that you therefore continue to demonstrate honour in your actions." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP). Edited September 19 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted September 19 Clone Share Posted September 19 Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Recommended Posts