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  2. So here are some of my thoughts on fleshing out the Hakaja some more and placing them in this setting: The Hakaja Orcs Not the only orcs to be brought to this world. As with the other races, the gods seemed to scatter the orcs across the Cosmos. Or perhaps they all share a common, distant origin, and their ancestors found ways to travel to other worlds, or perhaps just slipped through cracks in time and space. The Hakaja tribe now finds itself living in a fortified position on an island in a group of islands not far at all off the large continent. Main Map How close to the Vedan colonies where our campaign is playing out do you imagine these islands to be? Hot or cold climate? What is the architecture of the Hakaja like? What kind of system of government do they have? I can answer these myself if you don't have any preferences.
  3. Following up on the skewered corpses, are they skewered as punishment or are they skewered onto spiked barricades? Would it be prudent to bury those corpses? Or are they good to leave alone, since Karlov's senses didn't pick them up.
  4. Coolness, thanks. You can hold off on that until after if you prefer, it isn't going to sway selection.
  5. "So that's your weak-ass idea of a great mission? Abandoning your grandson to embrace hatred so you can go murder some children elsewhere?"
  6. The Mac instrument looks fine to me. Not sure what would look awesome on a praying mantis as far as helms go, but yeah you could do that. Then on the eyes, your call, but advantage on perception in 5e is kind of redundant imo. Most times when its rolled, the entire party rolls so its like 5x advantage already. It could negate a -5 passive for darkvision in darkness, however.
  7. Sevenstones Montage/Scenes: Dawn Helena – To be determined. Hisjam – Wordwhim, Greater Cobble Kryk T'k – Missing! Alfred – Exploring Greater Cobble Duo – To be determined. Ham—Wordwhim, Greater Cobble Once they are sure that K is as stable as possible, Ham heads out into Sevenstones as well. The port looks very different in the daylight; without the cover of darkness, the sheer amount of area the port covers becomes readily apparent. While not quite as sprawling as Verdurance, the fact that the port is built on and between sevensix spits gives it quite the coverage. Ham immediately sets eyes on the largest and most prosperous of the spits, and so unwittingly follows in Alfred's footsteps. Greater Cobble is a large chunk of solid rock covered in sturdy structures of wood and stone, with occasional patches of real dirt growing rare plants scattered across it, always fenced off and guarded. The gau admires a series of elevated bathtubs for several moments, and then focuses on trackingSense (Intuition): 2, 4, 5. Conflict! down any wordbearers, to see if they have the means to get K medical care. Ham wanders through the buildings, which are thankfully arranged in a rough grid, walking past inns, cookhouses, teahouses, workshops, two public squares, and several massive ornate buildings, all of stone, that likely house official functions. One, festooned with pillars, looked to be some sort of research institute, while another was clearly labeled as the "ARCHAEOSALVAGER'S GUILDHOUSE." At a third, smaller, cylindrical building, Ham witnesses several people bearing packages and sacks of envelopes entering and leaving through a thick carved mahogany door. Ham approaches it, hesitantly, but sees no helpful label as to what this building is. He pushes on the door to open it, but nothing happens. He pulls, and still nothing happens. At the edge of his hearing, Ham hears a rising murmur. He steps back, and the door swings open, nearly knocking him down, as a swaddled tzelicrae scurries past. Ham slips inside the door, which slams shut with what Ham swears is a cackle. He finds himself in a cavernous dim room circled by stairs heading both up and down. A desk near the door is illuminated by firefly lanterns, and a cloaked figure sits behind it. "Are you lost, friend? You do not seem to be a wordbearer. The door should not have let you pass through into the Wordwhim... unless it knows you are entwined with one." The voice is ethereal, clearly heard, but somehow not quite there. Something flutters in the ceiling far above. Something shouts from down below. "Words are to be exchanged, young traveler. They are not given. Perhaps we can help with what you seek, but an exchange must be made. Tell us what you can give, and what you seek, and we shall have a conversation." OOC If he wants, Ham can be considered to have grabbed the Bottled Secrets and/or K's mail before coming here (listed under the Slipfang's cargo; using them will not forfeit the associated stakes). Either may help. You also have your own inventory items available. Alfred—Blackturn Distillery, Lesser Cobble The mothryn looked pleased at the compliment on their scarf and bobbed their head in response. With a thoughtful look on their face after Alfred's suggestion of less-visible causes of gravitic breakdown, they climbed back up the ladder while Alfred backtracked toward Lesser Cobble. On his way over, he thought he glimpsed Ham wandering down an alley, but he forged on. Lesser Cobble was nothing like Greater Cobble. Despite its name, the spit of lesser cobble was still fairly large in size, but instead of grand buildings of stone, it was simply covered in rickety towers of wood held together with nails, spit, and prayers. The air smelled heavenly, of exotic spices Alfred had never smelled before, and he routinely walked by people cooking meals in the street, mostly using bonfire bugs or chemical juices. A few hawked at him as he passed, and he exchanged some scratch for a few bites here and there, pleased to find the tastes to be just as good as the smells. As promised, the damage here was still visible, with many towers having been reduced to piles of rubble. He tried to help rebuild in a few places, but left after glowers from those who had staked claim to the rebuilding; not many here were trusting of strangers. Still he wandered, Cecily and Wattson keeping the more dangerous strangers at bay, until he ran across a half-collapsed windmill (the half that had collapsed, unfortunately, included the windmill), a hole in the side of the building exposing piping, tanks, compressors, and valves within. The faint sound of song, tools, and merriment reached his ears, and Alfred decided to try his luck. He stepped cautiously over the hole in the side of the building, and caught sight of a wooden sign on the ground that read "BLACKTURN DISTILLERY." Alfred quickly recognized the machinery within as a water purification center and distiller, meant to produce clean water or juices from just about anything with moisture. He also recognized that it was not running, A pair of dirty workers approached him, one a ketra, though much smaller than him, and the other a tall and gangly ektus. Both sported impressive toolbelts. "Eh, you set help, ka?" the ektus said. "Ken stills? Not lotsa part, but gotta make do. All ass-backward, but what change, ka?" The ektus spoke a strange pidgin of low sour, raka spit, and something else. The ketra eyed Alfred's companions. "You a proper rattlehand, sir? Ain't seen anything like those before." Helena—Rogue's Den, Drunken Cobble Helena was used to hunting prey on the waves, but, she reasoned, how different could hunting prey on land really be? Drunken Cobble was a sloped hunk of dirt and rock, and it immediately became obvious that this was an entertainment district of sorts. Much of it was closed this early in the morning, most establishments having been open well into the night, and drunken and unconscious revelers were lying passed out on the edges of the streets. A few places remained open, but most of it was eerily quiet. Helena kept her eyes peeled for any trace of a fur-toting itzenko and her ears open for any talk of one. She followed a promising lead about a big with a dancing scarf, and wound up near the top of the tilted cobble, with a commanding view of the entire port laid out below her, the six spits arranged in an untidy circle, like marbles cast onto the trees by a giant. In contrast to what she might have expected, the buildings at the top of Drunken Cobble were actually more run-down and disreputable than those at the bottom; she guessed most people didn't try to hike to the top, even though it really wasn't that bad. She paused to take a breath, and realized her trail had run cold, so she tried the next best thing: she'd slip into a place where gossip flowed and fell like rain. That was how Helena ended up inside the Ninth Life, one of the seediest taverns she had ever had the misfortune to set her eyes on. She would have turned around right then and there, after her first glance, save that on a ramshackle stage in the corner, an itzenko was dancing alongside an animated scarf. It wasn't Kryk T'k, of course; this itzenko was much thinner and had a mandible-less face, and instead of a fur it accompanied an oversized multicolored scarf. Someone out of sight in the dim light was playing a stringed instrument that the itzenko was dancing to. Helena, having no better leads, ordered a suspicious drink and sat as close to the door as possible, waiting for the itzenko to finish their dance to see if they had seen Kryk T'k. Itzenko were rare enough in these parts that it seemed possible they had sought each other out, especially given how similar they were. The itzenko's set kept going on and on, and Helena became increasingly impatient. She stood to leave, and then found two older ardent men, each wearing a ridiculous over-the-top feathered tricorn, blocking her way. They gestured for her to sit back down. Helena remained standing. "Silver hair, in one so young," one of the men, beardless, murmured. "Just like the old song." The other, heavily bearded, man shrugged. "Just a song, and not that old." He turned back to Helena. "What are you doing here, miss? This is no place for tourists. No one comes here just for the hell of it. What are you looking for?" He grinned, showing his four teeth. "And what have you got for us in exchange?" His hand rested on the rusted hilt of a cutlass.
  8. Yeah, Pinkie is a good example. Maybe a bit cartoonishly energetic, but she is a cartoon so... :D
  9. Sheela 4th-level human fighter (Hero): S 14 (+1), I 12, W 12, D 17 (+2), C 16 (+2), Ch 15 (+1); AL N; AC 3; HP 25/25; Dmg 1d8+1 (sword) or 1d6 (crossbow quarrel); MV 60’ (20’); speaks common and alignment tongues; chain mail, sword, light crossbow (30), dagger, pack (608 coins) Sheela gave a bemused expression at the rogue. "Perhaps not immediately tomorrow, but soon after if we finalize the details of the arrangement. We found a worthy captain for a cut of the loot we find." She lowered her voice at the end of her report.
  10. Red Jack the Musketeer HP: 17/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts "Yeah?" Jack mused, when Elidh accused them of looking like death warmed over. The musketeer calmly reloaded and then shouldered his weapon. "That's about normal fer us, leastwise. We get roughed up a lot doin' this, but the other folks always end up dead, so. You ain't wrong, though, we could use some patchin' up. Usually Murd just gives us a pat on the back and fixes us up. But Murd got banged up some too." The gunslinger reached for his satchel. "Murd, ya need a healing potion or two? We could dip into our supplies some for ya. But keep yer eyes peeled. This is the second time we've had to deal with a ghost, so lemme know if'n you see any residue it left behind. Ghost dust. Ah think ah could use it to mess the next one up real proper." (Jack offers Murd healing potions from the party stash and looks around for ghost dust residue from their latest triumph...) Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  11. For some reason, it is taking me longer to do this character than I was expecting. Ugh. Will try to finish up tomorrow. For the magic item, I was thinking an Instrument of the Bards. Any of the uncommon ones would do, but I like the spells in the Mac-Fuirmidh cittern most, or the Fouchlucan banddore. If that doesn't work for you, then I don't know. A refluffed Helm of Comprehend Languages, that still takes the head slot, but wouldn't look stupid on a giant bug? Or Eyes of the Eagle, that would probably be better than the helm.
  12. Zef gives the list a cursory glance, but trusts her brother to take in that information. "We should work backwards," she says, ever the escape artist. "It's no kind of plan at all if we don't know how we're getting away with whatever it is. We gonna try to depart mid-flight, or make our move near the end of the journey and slip away when the airship lands?" The former was more appealing, but unless the St. Kelszei's Mercy had more than the standard celrays aboard, there weren't a lot of escape routes while they were still in the air. Well, ones they'd all survive, anyway, and she didn't feel like losing anyone on her watch.
  13. just wanted to say that I'm done with the character mechanics and ready for a review. I still need to buy misc equipment but I think that is all.
  14. Vestas Faircoin "Fang, heel," says the cleric in a firm but hushed tone. With the Guard dog at his side, Vestas clocks back his hammer ready to throw as he awaits the newcomer. (If it takes a while he'll continue tugging at the desk panel.) Desk
  15. 22:17, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Oreld steps over to help Carthas. "Well it seems obvious we could just put the Stump Remover where the keystone was and light it, but I really don't know if we need one or both..." He gestures at the two kegs with long coils of fuse dangling from the top. "...or I guess we could use the crane or some big hammer. Seems risky though. You'd have to be on this side or in the middle when it starts to come down..." He leans over and looks at the plans, trying to help decipher them. Party Status and Maps Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 30/32 17/20 Bless --- Carthas 26/26 19 Bless --- Ealdred 37/38 16/18 Blessing of Erastil +1 to Attack +4 Temp HP Duration: 1 Hour, Bless --- Ragnhild 28/28 15/17 Bless --- Stormborn 24/24 16 Bless --- Rezzik 19/28 17 --- Talus 4+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab -Oreld's Stump RemoverTwo small kegs were recovered. Will one be enough? There's only one way to find out! x2 People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 22 adults, 2 teens, 7 children Mechanics and OOC Time: 3 long increments and 2 short increment have passed since the first attack -If you are wearing armor from a Hob you gain +2 to checks to pass unnoticed (stealth or deception) -Recall the light out side is Dim/Low-Light. The light inside is Bright light. -The keys to Kining's shed were hanging in the forge, but nobody picked them up I believe. -More people are still escaping. The longer you hold the bridge the more may escape. -Carthas has just started examining the plans. It will take a full minute (basically around the time the chase is over) to fully examine and learn something from them. Whichever method you choose, having studied them will increase your chance of success. -You'll have to break the door down to get in the shed. I believe you all left the Levered crowbar in kining's as well. Current NPCs: Oreld | 0 Dmg | Actions: Tess Jet Rhyna Lirosa
  16. I liked it! It establishes a future conflict between the two without dominating the entire undetaking.
  17. Flight from Phaendar - Stage 1 Rezzik casually runs past the two hobgoblins, who wave as he goes. They don't pay particular attention to Talus either, dressed in hobgoblin armor as he is. One of them quips to Rezzik after he passes, "hey, Scarvinious said no booze until after the town's secure. He'll smell that on you a mile off, you best lay low!" in goblin. At the next alley there's a stack of crates in the way. Going around would take you back to the west, toward the Ironfang, and take far longer. Climbing over or squeezing through a gap are probably the fastest ways through. The Chase I assume you guys are familiar with the chase subsystem. For this Chase, Chase Points are going to represent your speed and how far ahead of the Ironfang you stay. This can buy the full group time at the bridge, help more people escape, and shorten the battle there if you do well. Total Points: 0 Stage 1: Stealth (DC18), Deception (DC 14-18, depending on method), or Intimidation (DC16) Stage 2: Athletics (DC16), Acrobatics (DC16) Stage 3: ? Stage 4: ? Stage 5: ?
  18. You are up buddy DM Everyone : Feel free to reposition yourself in the water around the 'Mary Rose' as appropriate on the , screenshot below.
  19. Yeah, I was lumping in map starting positions and threats. So Grease was useless. ****!
  20. Today
  21. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Muttering inaudibly to herself, Hunni moves around, trying to get out of the Silence spell so she can do something to the remaining foe. If it means she moves away from the giant Coltan, that's just a bonus. She shakes her whip occasionally as she runs, and when she can hear herself, she turns to look back at the battle. So far away... Calling on her arcane knowledge again, shakily, with the giant Coltan in view, she whispers at the Captain, who seems to hear her in his mind. OOC Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee. Concentrating on Hex. Action: Casting Dissonant whispers, at 1st level, since she is using the bonus casting from her Feat. Failed save does 3d6 psychic damage, and requires him to move away from her, although I don't think he can. Save means half damage. Saved, so 7 damage I think. Bonus Action: Shifting Hex to Captain Ardlic Vanse. It doesn't do anything this turn, since she isn't using an attack. Movement: Moving to AA 27, I think; just out of the Silence bubble, so she can cast. Reaction: — Must remember Wisdom save this turn. Eh, failed. Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  22. AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3 Female Neutral Elf Wizard Conjurer (Teleportation) Level 5 Init 3 HP 31/31 Spd 30' AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2 Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2) Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force) Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12 Condition None Wand of Shield 49/50 Shift 5/8 1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl (used), Pearl, Pearl, Pearl. 2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy. 3rd Stinking Cloud, Stinking Cloud, Haste, "You know..", begins Eilidh in a light conversational tone, not out of breath, barely looking ruffled.. ".. ghosts come back unless you find out why their transparent arses are sticking around", sounding like she knows the procedure. She then grins a triangular grin, more shiny white teeth on display on one side than the other.. not the sort of grin you'd take home to meet your mother. "You find that and you can get to say things like 'this house is clean' or 'cleanse and purify', that sorta shit". Eilidh, with her ever so posh accent sounds like a noble slumming it, given her choice of vocabulary. She's also putting a fair amount of body into the 'r' on arses, so it sounds dirtier. Rubbing her hands together she continues with.. "So, we need to find this magic item I'm sensing", all the while looking at the blocked passage. She then stops, seemingly as an afterthought, and surveys the company, while raising a sardonic eyebrow. "You might want to take a moment though. You lot look like a collection of bruises at the drunk tank at Caliphas clink on a Friday night." Actions Detect Magic once more..
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