Jump to content
Sheet Folders in Testing ×

PhoenixSlayer

Members
  • Posts

    408
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . After making absolutely sure that Captain Vanse is dead and gone, Merituuli releases his concentration on the entangling seaweed around the corpse, letting it wither and fall apart into mush which then dries into a fine dust. He moves quickly, assisting Artanis in opening the heavy gates while shrouded in the silence provided by Coltan's holy magic. Once the deed is done, he allows Coltan to enchant a few of his crossbow bolts with emerald light and fires them into the air, giving the signal for Lieutenant Raven and her forces to move into the fort. He lets out a deep sight of relief once the fort is fully claimed, finally holstering his heavy crossbow and shaking off the tenseness in his muscles. With the fort reclaimed, Merituuli takes some time to introduce himself and his osprey companion to his new allies. Grinning broadly, he says, "Well met, and thanks for the assist! I'm Merituuli, and this is my friend Kalasääski. Were you all in the fort when it was originally captured?" The blue-skinned sea elf is earnest and friendly, asking Vigdan, Arlo, Fairla, and Lanal about how they ended up in this predicament and inquiring on their personal skills. Kalasääski, meanwhile, studies each of them carefully before letting out a series of satisfied chirps - the osprey is clearly more intelligent than a normal animal, and lightly-glowing runes along their wingtips add to the feeling that Kalasääski is not your average osprey. As he sees Coltan begin to dress the dragonnel, Merituuli joins in, using his whalebone dagger to its fullest. "Can't say I've ever dressed a dragon, but I'd assume a sea serpent is close enough..." OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: — Bonus Action: — Action: — Movement: — Reaction: — Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 19/20 Crossbow Bolts Class Features: 2/3 Favored Foe Marks 3/4 1st Level Spells 1/2 2nd Level Spells
  2. No objections on my end, makes sense to me. Meri would take a set of RDA scale mail and a shield for disguise purposes. Anyone else want the Vicious Heavy Crossbow? I'm at the point where a longbow makes more sense for me having multiple attacks, but I'll take it if no one else wants it.
  3. Theodoric | AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 0/3 Day 8: Spider Woods As the spider's head implodes from the blow of his warhammer, Theodoric takes a quick moment to survey the battle. Taliesin's well-placed spell had put two of the ettercaps into a deep slumber, while the final one was attempting to lead the horse away on its own. The remaining giant spider assaults him, but he blocks its fangs easily with his shield. He gives both Sulesdeg and Carlona a nod before moving away from the spider towards the remaining ettercap, intentionally leaving himself open to entice the spider to attack him and trigger the retributive fury of his icy armor. He dashes ahead with Wendibear, the shapeshifted druid barely slowed by the webbing hocked at her snout, and slams the head of his warhammer into the ettercap's side. It is not the strongest blow, but Theodoric further infuses it with the divine fury of Tyr, resulting in a burst of radiant energy! OOC Day 8 Combat! Movement: Away from the giant spider to the ettercap, intentionally provoking an Opportunity Attack. Might trigger Armor of Agathys! Bonus Action: None. Action: Attack ettercap 2 with warhammer. Adding Divine Smite on hit! Total of 6 bludgeoning and 6 radiant damage.
  4. Theodoric | AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 1/3 Day 3: Animal Abuse Ninnywithers's further threats draw no response from Theodoric as he walks away. The pompous noble and his retainers may not be dragon cultists, but they had the capability to be just as problematic. Looking to Rahnur, he says in a low tone, "We'll need to watch that one. Take care." If the knight was fool enough to try anything, well... Theodoric knew many ways to punish the wicked. Day 4: Payback Theodoric makes an effort to appear like he's barely listening to Daniella as she relays her information about the Cult wagon, idly polishing his shield. Her comments on Carlona do draw a response in return - "Understood, and agreed. Though this 'lost mutt' may be more loyal than expected." He glances pointedly at Wendy's staff, then back at Daniella, hoping she would get the idea. Later, during the private talk with Carlona, the mention of Selebon by name helps to put Theodoric further at ease. "It seems our journeys and alliances align. I may not Harp, but I walk with my allies all the same. If our enemy is the same as well, I am more than happy to assist in your vengeance." Day 8: Spider Woods Despite their best efforts, the ettercaps begin to make significant distance from the caravan, riding the horses into the woods beyond. Theodoric instead turns his attention to the spider attempting to bear down on him, slamming his warhammer into the cluster of eyes atop the arachnid's head. OOC Day 8 Combat! Movement: None at the moment. Bonus Action: None. Action: Smack the spider that tried to bite me.
  5. Kalasääski Level 5 Beast of the Sky AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks At Merituuli's order, Kalasääski flies in and harasses Captain Vanse with a bevy of wingbeats before flying out of reach and up to the wall, giving the sea elf a more visible target! The osprey ends up perching by the revitalized Elgo, poking at the pouch holding her sling bullets with their beak. OOC Action: Help action to assist Merituuli in attacking Captain Vanse. Bonus Action: — Movement: 5 ft. to Z19, then up to V18. Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
  6. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Merituuli watches as his allies make short work of the dragonnel and leave the captain in a vulnerable position - pushed off the wall and prone on the ground. Before taking aim with his heavy crossbow, he commands Kalasääski to harry Captain Vanse, causing the officer to sit up slightly to swat the osprey away and giving the sea elf an easier target. Merituuli takes aim and fires the bolt at the perfect moment, weaving through his allies and piercing Captain Vanse's armor. Suddenly, the bolt explodes into a tangle of razor-sharp seaweed that wraps around the Red Dragon Army officer, leaving him restrained and writhing on the ground! OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Ensnaring Strike Bonus Action: Command Kalasääski to Take Action, using the Help action. Action: Crossbow bolt vs. Captain Vanse. Kalasääski's Help action negates the disadvantage from Prone. Ensnaring Strike triggers on hit and restrains Captain Vanse! While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. Movement: None. Reaction: Cast Absorb Elements if needed. Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 2/3 Favored Foe Marks 3/4 1st Level Spells 1/2 2nd Level Spells
  7. Kalasääski Level 5 Beast of the Sky AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks With no order given, Kalasääski maintains position by Arlo, flying only a few feet off the ground and eyeing the dragonnel carefully, ready to dodge at a moment's notice. OOC Action: Dodge! Bonus Action: — Movement: None. Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
  8. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Merituuli breathes a sigh of relief as the draconian falls, but his relief falters quickly as the fiend's remains twist into a screaming visage of its killer - Coltan. Staring at the mockery of his dwarven ally, he can only manage to say "The hells?!" in an incredulous, disgusted tone. His attention is only pulled away by the sudden arrival of the Red Dragon Army officer atop a... miniature red dragon? He ducks as they fly overhead and watches their upwards ascent carefully. Loading another bolt into his heavy crossbow, Merituuli studies the dragonnel for a moment before calling on the magic of the baculite shell strapped to his back and imbuing the bolt with power. With a muttered "I hope this works..." he takes aim and fires at the draconic mount. The bolt flies true, but is just barely stopped by the beast's breastplate barding. Merituuli maintains concentration on the spell, ready to imbue the next bolt he loads. OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Ensnaring Strike Bonus Action: Cast Ensnaring Strike. Action: Crossbow bolt towards the dragonnel. Movement: None. Reaction: Cast Absorb Elements if needed. Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 2/3 Favored Foe Marks 3/4 1st Level Spells 1/2 2nd Level Spells
  9. Kalasääski Level 5 Beast of the Sky AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks Kalasääski flies in from the north and attempts to slash at the draconian's face with their sharp talons. Unfortunately, the foe's draconic scales are too thick to pierce, and the osprey flits away from the draconian and retreats to Hunni's side. OOC Action: Shred attack vs. Sivak. Bonus Action: — Movement: Fly into melee with Sivak, then retreat to W24 (flyby prevents opportunity attacks). Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
  10. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . With the bugle retrieved from the wood elf soldier, Merituuli is about to turn his attention towards the human soldier in melee with him, until "Lurden" jumps from the wall and shape-shifts into a massive silver-scaled draconian. The sea elf's eyes widen in surprise as a realization dawns on him - It looked like a Kalaman soldier just a moment ago... could they already have spies among us? Not that the realization did him much good, in the moment. Turning his attention back towards the Red Dragon Army soldier, he finds that the enemy has already been taken out through a combination of Modri's wild magic and Coltan's display of faith! Unable to close into melee with the draconian, Merituuli instead sheathes his whalebone dagger and retrieves his heavy crossbow, loading a bolt in and taking careful aim over his new ally Lanal. The bolt flies just barely true, landing in the sivak's upper chest, and a sudden gust of wind pushes it in just a bit further as Merituuli marks the draconian with nature's fury! With a whistle, the sea elf commands his osprey companion to follow up on his shot. OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Favored Foe Bonus Action: Command companion to Take Action. Action: Two attacks vs. RDAS4. After Coltan's Spirit Guardians, I believe he has ONE measly hit point left. Nope, he dead! Crossbow bolt towards Sivak instead! Adding Favored Foe with successful hit. Movement: None. Reaction: Cast Absorb Elements if needed. Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 2/3 Favored Foe Marks 4/4 1st Level Spells 1/2 2nd Level Spells
  11. Kalasääski Level 5 Beast of the Sky AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks Perched atop Merituuli's shoulder, Kalasääski flaps upwards before flinging their talons towards the paralyzed wood elf soldier's face. They dig into his cheeks, leaving deep gashes! The osprey then swoops away from battle and flies over towards the newcomers, studying all of them with curious yellow eyes. OOC Action: Shred vs. RDAS5. Bonus Action: — Movement: To T24 (Flyby avoids Opportunity Attacks). Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
  12. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Pressed up against the wall, Merituuli is able to avoid the notice of the nearest human soldier... but the wood elf is a different story. The shoal elf eyes the horn the elven soldier carries, and quietly curses under his breath. The whole fort will be on us if they blow that horn... gotta take them out, fast! Hunni's attempt at magical suggestion gives Merituuli a bit of hope, but after a tense moment the soldier is able to shake off the effect. But then the sudden appearance of a white-cloaked human woman from the north catches his immediate attention, and with a weaving of magic the soldier suddenly begins to go stock-still! Taking full advantage of the situation, Merituuli steps forward and reveals himself before swinging his whalebone dagger towards the horn in an attempt to knock it out of the wood elf's hand! His first attempt is unsuccessful as the elven soldier uses their final moments of movement to pull the horn out of the way, but with another swing the horn flies out of the soldier's grasp! He gives a broad smile and nod to the white-cloaked mage before commanding his osprey companion to slash at the paralyzed wood elf with their talons. OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Pass without Trace Bonus Action: Command Kalasääski to Take Action. Action: Two Disarm attempts on the paralyzed RDAS5 (Elven Accuracy in effect). Movement: 5 ft. step to Z25. Reaction: Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 3/3 Favored Foe Marks 4/4 1st Level Spells 1/2 2nd Level Spells
  13. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Merituuli is ready to throw open the door before he hears two voices atop the wall to their west. He grimaces as the dwarven soldier just barely spots Coltan and rushes off to warn what sounds to be a commanding officer, while the human begins making their way towards their location. Seeing Coltan place one of the tabards over his armor, Merituuli thinks for a moment before whispering, "Coltan, you might be able to intercept the soldier and fool them into thinking you're one of them wearing that tabard - you or Artanis would be the best for the job. I'd stick out like a sore thumb, unfortunately. If it goes bad, just give us a signal and we'll rush in." The arrival of two figures from the north puts a wrinkle in the plan, however - a bald, dark-skinned man and a kender who sidle up near Hunni and Modri. He catches bits of the kender's questions to Hunni and relays to Artanis and Coltan in a whisper, "I think we might have some newfound friends, judging from that kender saying 'Red Dragon Meanies' and asking if we know where his hoopak went." The sea elf gives a small, cautious wave over to the two newcomers, remaining pressed up by the door. OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Pass without Trace Bonus Action: Action: Actively Hide, if needed! Movement: Reaction: Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 3/3 Favored Foe Marks 4/4 1st Level Spells 1/2 2nd Level Spells
  14. Theodoric | AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 1/3 Day 3: Animal Abuse The barest of grins shows on Theodoric's burnt features as Lord Dravish falls off his horse and flat on his back at Wendibear's arrival. He was growing to like his "employer" more and more by the day - the intimidation factor of a goblin turning into a massive bear was easy for him to appreciate and respect. The grin turns to a scowl at the implications Dravish throws towards Edhelri, and his radiant eyes narrow to pinpricks behind the thin cloth covering his eyes as the pompous noble's knight threatens Wendy. A dark chuckle escapes his lips, and with a sadistic smile he answers Ninnywithers with, "Try anything, and it will be your final mistake." After a long, tense moment, he gives a nod to Edhelri before turning and following behind Wendy. While the praise from the other caravan riders is appreciated, he does not gloat in it - a simple nod and word of thanks are his usual answer. Day 4: Payback Though still wary of the woman, Theodoric is relieved to see that her loyalties seemingly lie with the Harpers, and that she was heading towards Waterdeep herself. Perhaps an advance scout infiltrating a Cult wagon, then. The offer to help in a fight doesn't hurt, either. He allows the others with deeper Harper ties to reveal their allegiances in their own way, and remains the watchful eye for now. Day 8: Spider Woods Clad in prismatic ice, Theodoric practically barrels through the ettercap and two spiders blocking the way, almost daring them to strike him, and closes into melee with one of the ettercaps stealing Achreny's horses. A raised hammer and challenge in Celestial of, "Adoian ol!" forms a radiant chain between himself and the ettercap that fades over a moment, and he swings his warhammer at the disgusting arachnoid creature! OOC Day 8 Combat! Movement: 15' through the enemy front-line to one of the horse-stealing ettercaps, provoking Opportunity Attacks and potentially triggering Armor of Agathys! Bonus Action: Cast Compelled Duel on the ettercap he's in melee with! It will need to make a DC 13 Wisdom saving throw or be affected. Action: Attack the ettercap with my warhammer!
×
×
  • Create New...