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Into the Deadlands


paladinred

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Flyn

 

image.png.19ce53f252d3af42fd2268f58bc3109c.png HP: 26/30 AC: 15 PP:15 Init: +3

Statblock

Ghostwise Halfling Rogue - Arcane Trickster 5 NG 

AC 15 HP 26 Speed 25ft 

Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0)

Attacks
Short sword (piercer) +7 1d6+4
Dagger +6 1d4+3
Shortbow +6 1d6+3
 
 

Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames)

Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll.

Brave - Advantage on saves against being frightened.

Halfling Nimbleness - You can move through the space of any creature larger than you.

Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range.

Expertise - Double Proficency, Stealth, Lockpicks

Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it.

Uncanny Dodge - Use your reaction to half the damage of an attack that you can see.


Arcane Trickster
 Mage Hand Legerdermain


As Mizzi goes from room to room. Flynn trails along behind, fetching the items as she points them out. When the Haversack is pointed out, Flynn uses it to store the other items. Taking the whole collection back to the main group and laying the items out. "Not a bad haul. I would say, whoever claims the haversack should carry the party coin tho. And yes, that means I want it, but since I got the cool dagger I think it only fair everyone else gets dibs on this haul."

After the loot is divided, Flynn will hand over the current coinage to whoever takes the haversack. "Two people on watch at a time? And maybe we head to one of the rooms with only one door in and out?"

 

  

  

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Gavarilis

GavToken.webp.f409b38713e27a43427d5feb1e2aea46.webp

Gavarilis "Gav" Ashborn  HP: 39/39   

Saves: Str 3, Dex 6, Con 1, Int 2, Wis 2, Cha -1

AC: 14, Initiative: 3, Speed: 35 Passive Perception: +15

Drake Companion

Small dragon
Armor Class: 14 + 3 (natural armor) 17
Hit Points: 30
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)
Saving Throws: Dex 4, Wis 5
Damage Immunities: determined by the drake’s Draconic Essence trait
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: Proficiency Bonus (PB) 3
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Umber's Essence is Fire
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

When they came across the Longbow Gav's eyes lit up for a moment. "I do believe I can find a use for that." he turns to look to the rest of the party, "That of course is if no one has a problem with that. he grins at Flynn "You do need the space for any valuables that just happen to fall off the wagon, as the old saying goes."

As they make their way into the master bedroom to settle in for the night, he looks around the room with a raised eyebrow and gives a slight chuckle as he speaks. "Humans do feel the need to over compensate do they not." with the question of watches his face becomes more serious. "Yes I think we do need two people per watch." then because he could not help himself he continues "Of course if the items in this bedroom do not scare the monsters then it will be up to us to finish them off"

Statblock

[b][url=/sheets/?id=2822627][/url][/b] [i]Wood Elf Ranger Drake Warden 5 NG[/i] [b]AC[/b] 14 [b]HP[/b] 39 [b]Speed[/b] 35ft [b]Str[/b] 10 (0) [b]Dex[/b] 17 (3) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]2x Short Sword[/b] 3 1d6 [b]Longbow x 20 arrows[/b] 8 1d8+3 [b]Dagger[/b] 3 1d4 [b][/b] [b][/b] Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wood Elf Ranger Drake Warden 5 NG

AC 14 HP 39 Speed 35ft

Str 10 (0) Dex 17 (3) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 8 (-1)

Attacks
2x Short Sword 3 1d6
Longbow x 20 arrows 8 1d8+3
Dagger 3 1d4



Class Features:
Deft Explorer
Favored Foe
Fighting Style: Archer
Spellcasting
Spellcasting Focus(Staff)
Drake Warden Conclave
Primal Awareness

Background Features:
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Racial Features:
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves.

Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

 

Edited by darlis moonbeam (see edit history)
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Flyn

 

image.png.19ce53f252d3af42fd2268f58bc3109c.png HP: 26/30 AC: 15 PP:15 Init: +3

Statblock

Ghostwise Halfling Rogue - Arcane Trickster 5 NG 

AC 15 HP 26 Speed 25ft 

Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0)

Attacks
Short sword (piercer) +7 1d6+4
Dagger +6 1d4+3
Shortbow +6 1d6+3
 
 

Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames)

Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll.

Brave - Advantage on saves against being frightened.

Halfling Nimbleness - You can move through the space of any creature larger than you.

Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range.

Expertise - Double Proficency, Stealth, Lockpicks

Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it.

Uncanny Dodge - Use your reaction to half the damage of an attack that you can see.


Arcane Trickster
 Mage Hand Legerdermain


"I dont have an issue with you taking the bow Gav, and my sticky fingers do need a place to... let go... of what they find."

Flynn scoops up the Haversack, depositing the group coin and jewelery within. Still willing to hand it over if someone else chooses to keep it.

 

 

  

  

Name
Initiative
19
1d20+3 16
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Jacerin Gainteau - Half-elf Cleric of Tymora token_1.png.7813311c9a80c6e9b46cffde687ae089.png

AC: 18  | HP: 38/38 | Initiative: +2 (Adv.) | Passive Perception: 16 (Darkvision 60ft) | HD: 5/5 | Inspiration 0/1 | Lucky 2/3


 

Jac swung the rucksack up and out of Flynn's hands, exclaiming "Well isn't that a stroke of luck! Told you you'd be surprised what one person can take with them," he grins at Gav, plunging his hand deep inside and waggling it around the extra dimensional space. "Now what do we have here..." he mutters, pulling various items out. "Looks like the last owner had already been on a little treasure hunting trip."

 

He takes a gander at the potions clinking together in Flynn's hand as well, offering out to the group "I reckon it would be safest for those at the front, and those without a touch of divine grace at their fingertips took those. I fully intend to be neither, so that counts me out. Might still be an idea for you to take one though Flynn, dagger aside. I'd hate to see you bleeding out, and I'd trust you to do the same for me if I accidentally piss off the Lady."

 

OOC

Cast Pass Without Trace before we make our way through the village to the house.

Cast Guidance in the house if Flynn and/or Vethr'zuak are setting up any traps - or anyone else for that matter.

 


Stat Block

Half-elf Cleric of Tymora, Level 5

Languages Common, Elven, Abyssal

Background Treasure Hunter Background Feature Dust Digger


 Str 10 Dex 14 Con 14 IntWis 16 Cha 14

Proficiency Bonus +2 Saving Throws Wis, Cha

Speed 30

Tools Dice, Thieves Tools

Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 2/4 ; L2 2/3 ; L3 2/2

Channel Divinity 1/1 (Amulet of the Devout 1/1)


Actions

  • Dagger +5 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60
  • Sling +5 to hit for [1d4+2] bludgeoning damage | 30/120
  • Sacred Flame DC15 Dex Sv for [2d8] radiant damage | V,S one creature, 60ft | no cover
  • Word of Radiance DC15 Con Sv for [2d6] radiant damage | V,M chosen creatures, 5ft burst

Bonus Actions

Reactions


 

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Gavarilis

GavToken.webp.f409b38713e27a43427d5feb1e2aea46.webp

Gavarilis "Gav" Ashborn  HP: 39/39   

Saves: Str 3, Dex 6, Con 1, Int 2, Wis 2, Cha -1

AC: 14, Initiative: 3, Speed: 35 Passive Perception: +15

Drake Companion

Small dragon
Armor Class: 14 + 3 (natural armor) 17
Hit Points: 30
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)
Saving Throws: Dex 4, Wis 5
Damage Immunities: determined by the drake’s Draconic Essence trait
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: Proficiency Bonus (PB) 3
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Umber's Essence is Fire
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

At the sound of Mizzi calling intruders, Gav rolls out of his blanket and snatching up his new bow in one smooth motion, looking around for attackers and ready himself for the attack. Umber was a little slower. While he needed no sleep at all, he had gotten into a habit of snuggling up to someone for warmth and "dozing" off. So with the jerk awake of his snuggle companion made him somewhat peeved. He grumbled as he looked around as well. Ready to bite something if it got too close as well as infuse a nearby ally if it makes a successful hit.

Statblock

[b][url=/sheets/?id=2822627][/url][/b] [i]Wood Elf Ranger Drake Warden 5 NG[/i] [b]AC[/b] 14 [b]HP[/b] 39 [b]Speed[/b] 35ft [b]Str[/b] 10 (0) [b]Dex[/b] 17 (3) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]2x Short Sword[/b] 3 1d6 [b]Longbow x 20 arrows[/b] 8 1d8+3 [b]Dagger[/b] 3 1d4 [b][/b] [b][/b] Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wood Elf Ranger Drake Warden 5 NG

AC 14 HP 39 Speed 35ft

Str 10 (0) Dex 17 (3) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 8 (-1)

Attacks
2x Short Sword 3 1d6
Longbow x 20 arrows 8 1d8+3
Dagger 3 1d4



Class Features:
Deft Explorer
Favored Foe
Fighting Style: Archer
Spellcasting
Spellcasting Focus(Staff)
Drake Warden Conclave
Primal Awareness

Background Features:
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Racial Features:
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves.

Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

 

Edited by darlis moonbeam (see edit history)
Name
Initiative
17
1d20+3 14
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Vethr'zuak

Vethr6be4101cf2fe06a1c64e1676f08e565c.jpg.a59bd3075351e8cc1f939e582104b3c5.jpg.ef63800b44c1aa205890389a793ae440.jpg'zuak  HP: 50/50   Saves: Str 3, Dex 4, Con 3, Int 0, Wis 3, Cha 0
AC: 14, Initiative: 1, Speed: 30 Perception: +9, Wildshape (2/day)


"Everyone wake quickly, we have guests, and three of them are of the dead kind!" he shouts.

As they approach, he calls out again, "We outnumber you! Leave peacefully, we will defend ourselves!"

 

Statblock

[b][url=/sheets/?id=2819729]Vethr'zuak[/url][/b] [i]Lizardfolk Ranger 3, Druid 2 5 Neutral Good[/i] [b]AC[/b] 14 [b]HP[/b] 50 [b]Speed[/b] ft [b]Str[/b] 10 (0) [b]Dex[/b] 13 (1) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 10 (0) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Moon Scimitar[/b] +4 1d6+2 [b]Dagger[/b] +3 1d4+1 [b]Javelin[/b] +3 1d6+1 Senses: Umbral Sight: Darkvision 60' [B]Skills:[/B] Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3 [spoiler=Spells]Spells Ranger DC 13, 3/day 1st: Goodberry, Speak with Animals Druid DC 13 1st: 3 0: Druidcraft, Poison Spray 1st: Create or Destroy water, Cure Wounds, Beast Bond, Purify Food and Drink, Longstrider[/spoiler] [spoiler=Inventory]backpack bedroll blanket mess kit tinderbox 10 torches 10 days of rations waterskin 50 feet of hempen rope traveler's clothes drums Maps of Chult Raptor bone necklace worth 10 gp pouch containing 5 gp [/spoiler]
Vethr'zuak Lizardfolk Ranger 3, Druid 2 5 Neutral Good
AC 14 HP 50 Speed ft Str 10 (0) Dex 13 (1) Con 16 (3) Wis 16 (3) Int 10 (0) Cha 10 (0)
Attacks
Moon Scimitar +4 1d6+2
Dagger +3 1d4+1
Javelin +3 1d6+1

Senses: Umbral Sight: Darkvision 60'
Skills: Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3

Spells

Spells Ranger DC 13, 3/day
1st: Goodberry, Speak with Animals
Druid DC 13 1st: 3
0: Druidcraft, Poison Spray
1st: Create or Destroy water, Cure Wounds, Beast Bond, Purify Food and Drink, Longstrider

 

Inventory

backpack
bedroll
blanket
mess kit
tinderbox
10 torches
10 days of rations
waterskin
50 feet of hempen rope
traveler's clothes
drums
Maps of Chult
Raptor bone necklace worth 10 gp
pouch containing 5 gp

 

 

 

Name
Initiative
2
1d20+1 1
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Image of an elven woman in the moonlight
Selena Moonbrook

HP:33|33 | AC:18 | Init: +2
Perception: 17, Insight: 17
300' Dark vision

Selena had stayed quiet when Gav talked about ransacking the place, She gave him some withering looks, which she thought he just ignored, This wasn't going to be like the ancient temple of Avararna again she thought, remembering back to a previous collaboration...

She had again set out the tiny hut, in the master bedroom, as she did every night of the trip.

"They shouldn't be able to enter, We should be safe, but you can go out and meet them, I will stay here to keep the spell up, and offer you a retreat"

 

OOC, Mechanics

Initiative. (Vigilant Blessing) = 17

 

Edited by 8w_gremlin (see edit history)
Name
Initiative
17
keep(2d20,highest)+2 15,12
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Jacerin Gainteau - Half-elf Cleric of Tymora token_1.png.7813311c9a80c6e9b46cffde687ae089.png

AC: 18  | HP: 38/38 | Initiative: +2 (Adv.) | Passive Perception: 16 (Darkvision 60ft) | HD: 5/5 | Inspiration 0/1 | Lucky 2/3


Staunchly ignoring any disapproval radiating from the expeditions other archaeologist (though she'd probably turn just to hear him put them in the same boat), Jacerin settled down with his new haversack as a makeshift pillow, once he'd transferred all the coinage, and anything else his companions wanted to offload, inside.

Some time later, his rest was disturbed. Jacerin jumped to his feet at Mizzi and Vethr'zuak's warnings, though he had to admit he preferred the attractive lady was definitely preferable to the silent lizard kin looming over them. He was somewhat perturbed they had been found despite his attempts to sneak them through the city, but he supposed they maybe had other ways of finding the living.

 

OOC

How much "rest" has passed - I'm assuming we've yet to have a long rest?

 


Stat Block

Half-elf Cleric of Tymora, Level 5

Languages Common, Elven, Abyssal

Background Treasure Hunter Background Feature Dust Digger


 Str 10 Dex 14 Con 14 IntWis 16 Cha 14

Proficiency Bonus +2 Saving Throws Wis, Cha

Speed 30

Tools Dice, Thieves Tools

Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 2/4 ; L2 2/3 ; L3 2/2

Channel Divinity 1/1 (Amulet of the Devout 1/1)


Actions

  • Dagger +5 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60
  • Sling +5 to hit for [1d4+2] bludgeoning damage | 30/120
  • Sacred Flame DC15 Dex Sv for [2d8] radiant damage | V,S one creature, 60ft | no cover
  • Word of Radiance DC15 Con Sv for [2d6] radiant damage | V,M chosen creatures, 5ft burst

Bonus Actions

Reactions


 

Edited by PureChance (see edit history)
Name
Initiative
18
keep(2d20,highest,1)+2 16,1
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