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Rumrunner

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  1. Merida would give her 75,to not leave her completely broke
  2. Those can be handy for sure, but bless and faerie fire give multiple people a boon at once?
  3. there we go! excellent! On another note, I bought a luckstone, to go with my mage stone... all I need now is some jojoba oil or wax for this contrary rope, and we can get going. Well, hopefully Merlin will lend us a bag of holding. I guess we give Moana and Mulan our spare 2 pairs of goggles of night... which are now swimming goggles of night. EDIT: I see we're missing any ways to gain advantage or buff? Anyway we can get some faerie fire or bless? I can spare 60 or 90 gold for someone(kronk or Mulan) to train it up. Hitting helps.
  4. Namira - AC: 14 | HP: 24/24 | PP: 14 | Spell slots 2/2 | Conditions: N/A Namira looked over, head bobbing in a repeated nod as she looked west. "I do really want to try to lead the little kinespaji" She said (perhaps still ruffling a bugbear's mane) to her friend and the black bird girl. "They're adorable." Dice Ex Machina
  5. Rillik d'Sivis It was hard to listen to the bugbear speak, his thoughts came at such a slow plodding pace, yet still seemed to drift about haphazardly and incoherantly. Trying to track them was like gathering feathers dropped from a height that she could see coming but slowwwly fell, testing her patience until she had to run about snatching them as they all dipped simultaneously. She was glad for the deer carcass that she could hack at for focus and rid herself of pent up frustration. "So let me see if I got this... You're a devotee to Illmater, who believes suffering can be a blessing, but when people get upset think you are a dangerous monster, you run away and hide... and you believe that helps." She sighed, it was hard to tell if he was a coward or naive, but decided on the latter. Laying down her knife, she stood and fixed her gaze upon the giant and unleashed a torrent. "Do you think that perhaps having what people might believe is a monster disappear or lurk about, be causing people to be more worried and afraid instead of less? How would you feel if a monster came into your town then mysteriously disappeared? I'm not a follower of Illmater, but I do know of him, and based on those teachings, would it not be better to endure this fear and present your holy symbol of Ilmater and ask if there's anyone who you can help? Then if they turn you away you can do so calmly instead of hiding. Then maybe people will hear of "that strange bugbear who follows Ilmater" and "That bugbear who offered to help", "That bugbear who didn't even raise a hand despite us wielding pitchforks and throwing rocks" rather than that "monstrous bugbear who we had to drive off with pitchforks and rocks" or "that bugbear who's hiding somewhere outside of town."? If you don't want to be treated like a monster, maybe stop acting like one." She took a breath, to calm herself. "Look, I'm sorry you're meeting prejudice, it's not fair. Little in life is, but if you don't deal with it, you'll forever be running from it... heck you might even get a good reputation for yourself, more will talk about a bugbear follow or the broken god than any old human one. Maybe that kind of suffering can be a blessing for you, and your order."
  6. does Torben have a very visible holy symbol or one at all for that matter?
  7. Namira - AC: 14 | HP: 24/24 | PP: 14 | Spell slots 2/2 | Conditions: N/A Relaxing upon the stage with her hands on her very full belly and a contented grin on her face, Namira accepted her award. A second medalion of the day and one alongside her friend, and tying with a Bugbear! Her grin widened as he introduced himself and she replied in kind. "Namira... Farah and me came here to win all the things." She said with a shrug in her slow breathy and drawling way of talking. "There's a turtle race we were going to try next... but then some walking might help settle a stomach... there was a maze? It might be handy to have someone with us who can see over all the crowd, wanna come with?" She added absently. As the lavender blue goblin spoke it was unclear if her sentences were meant to follow each other or if they were just whatever happened to float through her mind at the time. The large dark and heavily lidden eyes looked up at the Bugbear for a while, then motioned for him to come closer to her height. If he doesMouth slackening, but still grinning she reaches up with her long painted finger nails, ruffling and stroking and scritching his furry face and neck. Her head lulls back this way and that as she thoroughly scratches up around his neck and ears. She will continue to do this until made to stop. Dice Ex Machina
  8. Princess Merida of DunBroch - | AC: 18 | HP: 52/52 | PP: 19 | Speed: 35ft | Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1 "I can answer some of that Mo. Ursula is a villain, she used magic to sneak in before, pretending to be someone else. It was a sort of fluke that it happened because nobody was expecting anything. It's plenty safe in the vault here normally... but no, there's no reason to trust the witch, she's just using us against the other villains because they're trying to cut her out after she tried to cut them out. One thing we can be thankful for is that these witches work for them selves at the expense of everyone, good and evil alike. I donnay believe she'd be offering us a chance to get the sundial if she had a choice, but you're right... it could be something else, a trick to get us to make it work somehow? It's not letting her use it, so she may be trying to lure us down there for some reason, but if you ask me, none of that matters. We just need to get the sundial back to the vault, and the Cauldron will be keeping the other villains busy so they won't be able to help Ursula. She's all the problems, she'll side with anyone who can get her what she wants. Princess Ariel makes no joke about it... she almost lost her soul to the seawitch and no, not just because she has red hair!" Mechanics: Statblock [b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]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.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=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 increase that damage by 1d6. 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.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc] HumanWildhunt Shifter Ranger 6 Chaotic Good AC 16 HP 52 Speed 35ft Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0) Attacks Longbow +1 +10 1d8+5 Rapier +7 1d8+4 Shortsword(Highland Dirk) +7 1d6+4 Background Folk Hero - Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. ASI & Feats +2 Dex - Fey touchedMisty step and Hunter's Mark free to cast 1/day, and added to spell list , SharpshooterAttacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. Race: Wispbound Human(Wildhunt Shifter) - Ability Score Increase Your Wisdom score increases by 2, Dexterity increase by 1 , DarkvisionYou 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. , Natural TrackerYou have proficiency in the Survival skill. , Keen SensesYou have proficiency in the Perception skill. . WispingAs a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest , Mark the wispsAs a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest. Class: Ranger - Favored FoeWhen 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 increase that damage by 1d6. 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. , CannyChoose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice , RovingYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. , Fighting style(Archery)You gain a +2 bonus to attack rolls you make with ranged weapons. , SpellcastingSpellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. , Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. , Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Subclass: Horizon Walker Detect PortalAt 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. , Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. Stellar BlessingWhile in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5
  9. Princess Merida of DunBroch - | AC: 18 | HP: 52/52 | PP: 19 | Speed: 35ft | Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1 Merida smiled as Mulan accepted her offer and seemed to be getting along well with Moana. So, it was the three of them and Kronk, that would be an adventure for sure. Looking at the helm of underwateriness, she considered trying to fit it on and decided right against it, instead she took a cloak and began trying to stuff all of her hair into it, then gave up and pulled the hood back. It was like a silky leather and very comfortable. She was trying to blow some hair out of her face when Mickey offered his well wishes and she went over to him and pinched his cheeks while smiling widely. "Ohh wee mouse, thank you. When we see each other again we'll have amazing stories to share while we drink tea and eat all the sweets we can find! Ya?" Then she realized something and turned towards the wizard "Merrlin? Do you have some sort of waterproof bag? Wouldn't it be awful if we go to put the dial in our pack and all our stuff in so just goes all whoosh and swoooo, floating all away as we're reaching and grabbing all over like an octopus in four parts. It sounds awful, hilarious, but terrible. Since bringing the dial back is so important, it would be a wee bit helpful if we had something that wouldn't have everything just float away when we open it? Like a bag that holds things in place, a holding bag?" She explained animatedly waiving her hands about as she spoke. Mechanics: Statblock [b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]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.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=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 increase that damage by 1d6. 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.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc] HumanWildhunt Shifter Ranger 6 Chaotic Good AC 16 HP 52 Speed 35ft Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0) Attacks Longbow +1 +10 1d8+5 Rapier +7 1d8+4 Shortsword(Highland Dirk) +7 1d6+4 Background Folk Hero - Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. ASI & Feats +2 Dex - Fey touchedMisty step and Hunter's Mark free to cast 1/day, and added to spell list , SharpshooterAttacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. Race: Wispbound Human(Wildhunt Shifter) - Ability Score Increase Your Wisdom score increases by 2, Dexterity increase by 1 , DarkvisionYou 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. , Natural TrackerYou have proficiency in the Survival skill. , Keen SensesYou have proficiency in the Perception skill. . WispingAs a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest , Mark the wispsAs a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest. Class: Ranger - Favored FoeWhen 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 increase that damage by 1d6. 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. , CannyChoose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice , RovingYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. , Fighting style(Archery)You gain a +2 bonus to attack rolls you make with ranged weapons. , SpellcastingSpellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. , Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. , Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Subclass: Horizon Walker Detect PortalAt 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. , Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. Stellar BlessingWhile in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5
  10. Let me catch you up... We're splitting the party, you can buy extra spells in the spell store thread, you're on team cauldron. Then mostly fluff.
  11. Rillik d'Sivis Rillik gave herself a self admonishing shake of her head with the obligatory smirk and eyeroll. She had been purposefully vague about her question, to see what insight it would gleen from a Bugbear. It had clearly been a mistake, this one so large and slow, needed specificity and simplicity. She would have to be careful not to lead him, or it would be difficult to tell if he simply lacked self awareness or even an internal monologue. There were brilliant gnomes who she had heard lacked such internal linguistics, instead thinging in images and associations, they were wonderous engineers, but their instruction was attrocious. It would take a team to reverse the design of their creations before they could figure out what they had done. So this bugbear, how did they think? The gnome tore back the last of this side of the gazelle, and motioned for Torben to flip it over. Her large silver eyes narrowed upon him appraisingly "I can't answer who, if I do I could fix your mind and for all I know it may not even be a who, but I am sure that all but a few would agree with you: being screamed at, proded and run from, does not qualify as fun. So what do you do then, Bugbear Torben, in these unfun scenarios you mention?"
  12. Yup, busy right now though, will get something up this evening
  13. Good point though, Rillik didn't bring camping supplies. We had canteens and reasons but I imagine they would have at least bought bedrolls before leaving the city to meet people on the road.
  14. Good point... Just reread and realized I totally hallucinated her being near aly atm.
  15. Maybe, I'm a little confused as rillik is dressing the gazelle, Aly kinda started cooking it before we got it, that's continuing at the same time. I considered dropping the dressing out to a side thread so we can be operating in the same time sequence, but it doesn't really seem necessary. Roland is chatting with Wyck, Rillik with Torben, I think Yopine and Ragz are with Aly. This will Mix up a bit, from kill to table should take a little while. Is anyone going to want the pelt?
  16. Shape water specifically says you can't freeze water with creatures in it. edit: I do wonder if it would function as "gust" underwater though, being able to push a creature smaller than large 5ft by changing the flow of water. edit2: as for the underwater stuff, I'm just going to assume it works out and we don't need to worry about soggy rations or waterskins and torches can't be used underwater anyway.
  17. I may be overthinking things here, but one of the main reasons I'm thinking of a bag of holding is that we're going underwater, that would make all of our things wet. That doesn't seem great. On another note, if we breath water do we still need to drink? How would that even work?
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