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  1. Kerenza "Ren" Marston AC: 17 (19 w shield) | HP: 52/52 (5d8) | PP: 14 | PInv: 11 | PIns: 17 "My words" | 'My thoughts' | My actions Ren's stomach churned at the stench of sulfur, and for just a brief moment, she faltered. What could she, with all of the mistakes she had made in her life, possibly hope to accomplish here? Quickly, she shut the thought down. She might not be much and she might be losing an important part of herself, but she was all these people had, and she was here. Mosheach would expect her to do what she could and he would aid her against the forces of Hassatan. She had to believe that. She had to yield herself as the god's instrument without regard for what this fight might cost her. She first called on her god for additional aid. "Mosheach, custodite iustum!" She pointed then to each of her companions and all those fighting on behalf of Hethton who were within visual range. A group of white-winged spectral planetars wielding swords of golden light appeared around Ren out to a distance of 15 feet, their demeanors fierce despite their completely hairless bodies and blue-green skin. At Jozelle's words, she replied, "I will move with you. My guardians offer a degree of aid out to 15 feet around me. They will slow the enemy down and with any luck blast a few of them with holy radiance as well. I will also make Vadim King completely vulnerable to one attack once the fighting officially starts. Whether you take advantage of that or one of the rest of us does, I care not; we just need to make that one attack count." OoC Ren just cast Spirit Guardians. Those she pointed at are unaffected the spell. Mechanics Imperial Human Cleric (Grave Domain) 5 Languages: Common, Elven, Dwarven Background: Noble Background Feature RetainersIf your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. Str 8 Dex 14 Con 16 Int 12 Wis 18 Cha 14 Proficiency Bonus +3 Saving Throws: Wis, Cha Speed 30 Tools/Instruments: Harp Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3; L3 2/2 Actions Dagger +4 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +4 to hit for [1d8+2] piercing damage | Loading, Two-handed, 80/320 Channel Divinity: Path to the Grave You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Destroy Undead Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Guidance VS, one creature, touch | +1d4 to next abililty check Light Dex DC14 cast light |VM (firefly or phosphorescent moss), touch/20 ft | touched item sheds light for up to 1 hr Sacred Flame DC14 DEX Sv for [1d8] radiant damage | VS, one creature, 60ft | cover grants no advantage to the saving throw Toll the Dead DC14 WIS Sv for [1d8] necrotic damage if full HP, 1d12 if missing HP| VS, one creature, 60ft | Detect Magic VS, self, up to 30 feet | sense the presence of magic within 30 feet Bane DC14 CHA Sv | VSM, up to 3 creatures, 30ft | -1d4 to next attack roll or saving throw before spell ends (U) Bless | VSM, up to 3 creatures, 30ft | +1d4 to next attack roll or saving throw before spell ends (concentration) False Life add 1d4+4 THP for 1 hour| VSM, self | Guiding Bolt spell attack [4d6] radiant damage (5d6 at lvl2) | VS, one creature, 120ft | next attack by anyone before next turn has advantage Inflict Wounds spell attack 3d10 necrotic damage at lvl 1, 4d10 at lvl 2 |VS, one creature, touch Protection from Evil and Good warding buff against celestials, aberrations, elementals, fey, fiends, and undead | VSM, one creature, touch | attacks against protected creature have disadvantage, protected creature can't be charmed, frightened or possessed, or if already charmed, frightened, or possessed at the time of casting, the protected creature has advantage on saving throws against the relevant condition. (U) Cure Wounds 1d8+4 healing at lvl 1, 2d8+4 at lvl 2 |VS, one creature, touch Ray of Enfeeblement (D) DC14 CON Sv spell attack, upon a hit targets do half damage when using weapons that use STR| VS, one creature, 60ft | Aid buff allies with toughness and resolve | VSM, up to 3 creatures, 30 ft. | buffed creatures' hit point maximum and current hit points increase by 5 for the spell's duration (8 hrs) Gentle Repose (D) target corpse is protected from decay and can't become undead | VSM, 1 corpse, touch | extends time limit during which a corpse may be raised from the dead. Enhance Ability bestow a magical enhancement to the stats of one creature | VSM, one creature, touch | target gains advantage on checks made with the chosen attribute and possibly other benefits. (See ) Dispel Magic end magical effect on one creature or object, or otherwise end a magical effect | VS, creature, item or effect, 120 ft. | If the effect is from a 3rd level spell or lower, the effect ends automatically; if it is from a 4th level spell or higher, the DC is 10 + the spell level, and is rolled using the caster's spellcasting ability. On a success, the effect ends. Spirit Guardians call forth spirits to protect you WIS DC 15 | VSM, self, 15 ft | any seen creatures can be specified to be unaffected; affected creatures' speed is halved in the area and when affected creatures enter the area or start a turn there, they must make a WIS saving throw. Upon a failed save, affected creatures take 3d8 radiant damage (if the caster is good) or 3d8 necrotic damage (if the caster is evil). Upon a successful save, affected creatures take half damage. Vampiric Touch (D) use melee spell attack to siphon the life force from others to heal your wounds | VS, self | upon a successful hit, the touched creature takes 3d6 necrotic damage, and the caster receives half that amount as healing. Until the spell ends, the attack can be made again as an action on each of your turns. Revivify (D) raise a creature that has died within the last minute from the dead | VSM, one creature, touch Bonus Actions Spare the Dying | VS, one creature, 30ft | stabilize a dying creature (note that this is special usage of this spell granted by Circle of Mortality feature of the Grave Domain) Healing Word do 1d4+4 healing | V, one creature within sight, 60 ft Misty Step | V, self | teleport up to 30 ft away to an unoccupied space you can see. Hex 1d6 necrotic damage if you hit them with an attack | VSM, 1 creature, 30ft | any ability checks of your choice get disadvantage until the spell ends (concentration) Spiritual Weapon create a spectral weapon, make spell attack, if hit do 1d8+4 damage | VS, one minute, 60ft | Reactions AoO
  2. I'm withdrawing from this game. I wanted to thank you, SithShrink, for the chance to play and the rest of you for playing along with me. I wish you all well in your future gaming ventures!
  3. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +7 or DC 15| 1st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions Mery takes a minute to take in all of the different points of view being presented. 'So many things that need responding to and so many worth responding to that I probably won't get to...' She decides to start with Artanis. "To your point about simple being better, I'll allow that it's a good idea when circumstances allow it, but I find that reality has a way of throwing down problems that make the simple approach unworkable. I have some practical concerns around handling communication in the way you're suggesting, but in the interest of getting this talk over and done with, I'm willing to table those concerns for now and try the simple way if we can agree that should some of those practical concerns become a problem, we revisit how we're handling communication." She next kneels down in front of Hunni so the two are at eye level and says. "I want to thank you for your words of encouragement. It means a great deal to me that you would say that, and I am definitely in favor of learning more about this amulet." She then returns to her seat, and says in commanding tones, "But in terms of everyone's concerns about a possible cooperation between the witches and the Red Dragon Army, I need everyone to take a deep breath and SLOW DOWN for a minute!" doing the same herself for good measure. Then in more normal tones, she continues, "First off, there was nothing in my reading about those Istaran stones being able to summon a god that suggested the stone could also be used for communication or scrying. I could not have given a warning before the meeting about the witches being able to use the amulet to communicate with me because the very first time they used it to do that was when Granny Mélanie suggested the activation word for the driftglobe. That was the one part of the amulet's functionality I knew nothing about before the meeting." "Second, every single sentence out of those witches' mouths has indicated that their interests beyond being able to escape their camp lie in things in the far distant past, and in the nation of Istar in particular. Granny Mélanie's interest in the driftglobe seemed to be primarily that it was 'a fine example of Istaran magic.' More to the point, there was a moment early on in my conversation with them when I was warning them about the Red Dragon Army and the draconians, and they were not in the least bit interested in hearing more. I find it odd that an entity who is supposedly incredibly gung-ho about escaping this camp of theirs would show no interest at all in knowing what's going on in the world they're presumably going to be escaping to. It makes me wonder why that is." "While I don't think Coltan's fear is completely impossible, based on what we know about the Red Dragon Army and what I saw while I was in the witches' camp, it seems to me that there are an awful lot of obstacles that would have to be overcome before a sharing of sensitive war information between the witches and the Red Dragon Army would make sense, and if anyone wants to hear more about why I think that, please ask me later." She then gives a small sigh, a little frustrated that she feels unable to give the short answer she knows everyone is hoping for. "As to the promise that was asked for, if we couch that in terms of simply 'Would you agree to please be there for us, Mery' without any conditions placed around how that gets done, we are in agreement that we all want that. However, intermingled in the discussion we've been having about what you want from me have been some conditions about how you think that needs to be done, and some of those how-to's are blocking me from being able to give you a 'yes' I feel confident I can live up to." She then pauses, searching for words. "The issue is not that I don't see the sense in those how-to's or even how those things would be very useful in terms of accomplishing what we've been asked to do; the issue is that while they are great tools to help us accomplish our goals and are perfectly reasonable with respect to how a man functions in the world, not all of them make sense with respect to how I as a non-tomboy woman do. (And I mean no disrespect to the tomboys of the world in saying that.) A couple of them would be no more possible for me than it would be for all of you except Hunni, in your present bodies, to go get yourselves pregnant, so it seems like a lack of integrity on my part to promise to do something I know I literally cannot do. Then there are some of them, that while I could do them that way in order be more like you, would result in handicapping myself in terms of things I can do as a woman much more effectively than you can as men, and promising to handicap myself like that also feels like a bad idea. 'And for the sake of brevity, I'm not even going to mention the mental exhaustion I'm going to be feeling from having to spend so much time doing things that come more naturally to men than women and the concern I feel around the necessity for some recovery time during our downtimes.' She then frowns, a little line creasing her forehead. "Does that make sense?" To Modri's comments about brevity, she thinks, 'When there is immediate danger around that needs to be dealt with, I absolutely agree with that advice. And there's a certain amount of good advice that is pretty pithy, too. I'll even allow that the pithiness helps make it memorable. But in a million different situations I can think of outside of those two things, brevity often just breeds misunderstanding because of both how much it leaves up to however the listener chooses to interpret the matter and how interpretation is by its very nature fraught with error.' OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long and short rest, for 1d8) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 20 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds 2nd (3/3 slots): invisibility, heat metal, enhance ability 3rd (2/2 slots): dispel magic, hypnotic pattern Class Features: 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  4. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +7 or DC 15| 1st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions Mery takes a couple of more deep breaths. 'There is still more to talk about, and as much as I'd like a longer break, I think this is long enough.' "We still have at least two more things to discuss. One is this." She reaches into her shirt and removes an amulet with a large obsidian stone. "This appeared around my neck not long after I left the witches' camp, and I am unable to remove it. I can't break the cord, I can't pull it over my head, and when I tried damaging the obsidian stone with a rock, I couldn't even do that. However, I do think I understand all but one important fact about it, and as long as I don't use it, I don't believe any of us to be in any physical danger from it. Moreover, I have no intention of using it until I learn that one missing important fact. " She then clears her throat. "I know from my history reading that the Istarans used to have stones like this one that could be used to either take one to the place where the gods dwelled or else summon a single god to them. The god was under no obligation to answer. I'm not sure which one of those two things this stone does, but if it's able to summon a single god, given how creepy the witches were, how creepy this stone is when you look into it, and how much I dislike having an amulet I can't remove if I want to, I'd suspect it to be able to summon an evil god and I have no interest in summoning one of those." "You're probably wondering why the witches would drop such an amulet on me. That's a fair question, and one to which I'm nearly positive I know the answer. The good news is, their agenda requires me to be alive; the bad news is, they don't care that I'm not interested in their agenda. What they want is to force me to join their coven. It seems they need a new member so that the one that's been there the longest—the one that's been there around 3,000 years, I'd imagine—can take on my appearance and leave their camp. I suspect that there is some condition around using this amulet that will allow them to poof me away and force me to join them, which means the only real danger that it poses is me being whisked away at an inopportune moment. Unfortunately, the thing I don't know is what that condition is. There's one other thing, too. The witches can communicate with me through the amulet. Granny Mélanie, the witch I spoke to for the longest, was the reason I was able to guess the term to activate the driftglobe." 'You said you wanted me to trust you so we can work together. Are you lot now going to respond helpfully, or are you going to respond in a way that leaves me wishing I'd never opened my mouth?' "There's another thing we need to discuss, too. Kai, you mentioned that when there has been a delay in me sharing information, it's felt like I don't trust you all. While it's been true that I've been relying on my own abilities around the timing of sharing information, the delays you've been seeing are most often due to one of two practical issues I've been encountering rather than me not trusting you. It might surprise you to know that the delays in me communicating information have frustrated me, too; this has just been the first time we've slowed down long enough to be able to have a conversation about it." "The single most common cause of those delays is what feels to me like the breakneck pace we run around doing things paired with the number of things we're all doing, which then leaves me struggling to figure out the timing to communicate something. Everything we've been doing has seemed like it needs doing, and so I've just taken that as an indicator that the timing for sharing was wrong, and in the meantime, as we've moved from activity to activity, I've just kept asking myself about the information I'm sitting on, 'Does this seem immediately relevant to what we're doing? Does this seem potentially relevant to what we're doing?' The bit I figured out about Jeyev is a good example of something I sat on for a time because it didn't seem immediately relevant, but at the point I did share it, it seemed clear that information was definitely potentially relevant to what we were going to be doing next, and so then I made it a point to share it. But I honestly don't like the pressure of feeling forced to do it that way, because, like you, I worry about what could happen if I make a misjudgment." She takes a deep breath. "I do have an idea about a better way to possibly handle this moving forward, and I'd like to know what you all think about it. When I pick up on a piece of information, I'll do my usual check around 'Does this seem immediately relevant to what we're now doing? Does this seem potentially relevant to what we're now doing?' and if the answer to either of those questions is yes, I'll share it. However, if the answer to those two questions is 'no', I'll say, 'I have a mushla.' Mushla is simply a nonsense word that is short for My Uncle Svislam's Hairy Left Armpit, which I propose simply because it's funny and conveys the idea of an inside joke that we're all in on." She gives a small smile, as though smiling is something she's not had a lot of reason to do in her life. "But what it means is that I've picked up on something but don't believe it's immediately relevant to our current activity. That can then give you guys the chance to assess whether you think it's more important to press ahead with whatever we're doing or stop and hear the mushla. I can sit on that mushla for at least two to three activities before I'm at risk of forgetting about it, and if we go long enough, I'll simply remind you that I'm still sitting on it. Another good thing about doing it this way is that if I do happen to forget, one of you might remember." She now searches their eyes, curious to hear their thoughts. OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long and short rest, for 1d8) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 20 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds 2nd (3/3 slots): invisibility, heat metal, enhance ability 3rd (2/2 slots): dispel magic, hypnotic pattern Class Features: 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  5. Kerenza "Ren" Marston AC: 17 (19 w shield) | HP: 52/52 (5d8) | PP: 14 | PInv: 11 | PIns: 17 "My words" | 'My thoughts' | My actions Ren found it a little sad that none of her companions wanted to send messages but was glad she had at least offered delivery. Lord Alban's speech sounded military to her. She found it strange that some might find a call to fight for glory, assuming that meant praise or renown, rousing, but then she didn't care about renown and wasn't sure that being praised was the most important thing. His shaking told her the truth, and she placed a hand on his arm just briefly, wondering whether he would coldly pull away or receive the sense of not being alone that she hoped to impart. For all that she didn't like most noblemen, what the four of them faced was daunting and she might need this one's aid before this was all over. She herself found that feeling not alone eased the sick feeling that kept rising from her stomach. A little—a very little. When Jozelle's posture changed, Ren followed suit, standing taller, chest out, head up, as she had been taught in her life before the priesthood. It was a lie, but it might help those they fought with. Like Dalin, she peered into the woods beyond where the ghouls and ghasts had emerged. And that steam? What could be causing that? Thinking about steam helped her to not think about what was coming. For just a moment, anyhow. Then she called, "Per Mosheach, adjuva eos!" and a beam of radiant light went out to touch each of her three companions. OoC Ren just cast the Aid spell on Lord Alban, Jozelle, and Dalin. For the next 8 hours, you add +5 to your maximum HP and +5 HP. Note that that means that if you have 5 HP or less when the spell ends, you go unconscious. Mechanics Imperial Human Cleric (Grave Domain) 5 Languages: Common, Elven, Dwarven Background: Noble Background Feature RetainersIf your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. Str 8 Dex 14 Con 16 Int 12 Wis 18 Cha 14 Proficiency Bonus +3 Saving Throws: Wis, Cha Speed 30 Tools/Instruments: Harp Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3; L3 2/2 Actions Dagger +4 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +4 to hit for [1d8+2] piercing damage | Loading, Two-handed, 80/320 Channel Divinity: Path to the Grave You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Destroy Undead Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Guidance VS, one creature, touch | +1d4 to next abililty check Light Dex DC14 cast light |VM (firefly or phosphorescent moss), touch/20 ft | touched item sheds light for up to 1 hr Sacred Flame DC14 DEX Sv for [1d8] radiant damage | VS, one creature, 60ft | cover grants no advantage to the saving throw Toll the Dead DC14 WIS Sv for [1d8] necrotic damage if full HP, 1d12 if missing HP| VS, one creature, 60ft | Detect Magic VS, self, up to 30 feet | sense the presence of magic within 30 feet Bane DC14 CHA Sv | VSM, up to 3 creatures, 30ft | -1d4 to next attack roll or saving throw before spell ends (U) Bless | VSM, up to 3 creatures, 30ft | +1d4 to next attack roll or saving throw before spell ends (concentration) False Life add 1d4+4 THP for 1 hour| VSM, self | Guiding Bolt spell attack [4d6] radiant damage (5d6 at lvl2) | VS, one creature, 120ft | next attack by anyone before next turn has advantage Inflict Wounds spell attack 3d10 necrotic damage at lvl 1, 4d10 at lvl 2 |VS, one creature, touch Protection from Evil and Good warding buff against celestials, aberrations, elementals, fey, fiends, and undead | VSM, one creature, touch | attacks against protected creature have disadvantage, protected creature can't be charmed, frightened or possessed, or if already charmed, frightened, or possessed at the time of casting, the protected creature has advantage on saving throws against the relevant condition. (U) Cure Wounds 1d8+4 healing at lvl 1, 2d8+4 at lvl 2 |VS, one creature, touch Ray of Enfeeblement (D) DC14 CON Sv spell attack, upon a hit targets do half damage when using weapons that use STR| VS, one creature, 60ft | Aid buff allies with toughness and resolve | VSM, up to 3 creatures, 30 ft. | buffed creatures' hit point maximum and current hit points increase by 5 for the spell's duration (8 hrs) Gentle Repose (D) target corpse is protected from decay and can't become undead | VSM, 1 corpse, touch | extends time limit during which a corpse may be raised from the dead. Enhance Ability bestow a magical enhancement to the stats of one creature | VSM, one creature, touch | target gains advantage on checks made with the chosen attribute and possibly other benefits. (See ) Dispel Magic end magical effect on one creature or object, or otherwise end a magical effect | VS, creature, item or effect, 120 ft. | If the effect is from a 3rd level spell or lower, the effect ends automatically; if it is from a 4th level spell or higher, the DC is 10 + the spell level, and is rolled using the caster's spellcasting ability. On a success, the effect ends. Spirit Guardians call forth spirits to protect you WIS DC 15 | VSM, self, 15 ft | any seen creatures can be specified to be unaffected; affected creatures' speed is halved in the area and when affected creatures enter the area or start a turn there, they must make a WIS saving throw. Upon a failed save, affected creatures take 3d8 radiant damage (if the caster is good) or 3d8 necrotic damage (if the caster is evil). Upon a successful save, affected creatures take half damage. Vampiric Touch (D) use melee spell attack to siphon the life force from others to heal your wounds | VS, self | upon a successful hit, the touched creature takes 3d6 necrotic damage, and the caster receives half that amount as healing. Until the spell ends, the attack can be made again as an action on each of your turns. Revivify (D) raise a creature that has died within the last minute from the dead | VSM, one creature, touch Bonus Actions Spare the Dying | VS, one creature, 30ft | stabilize a dying creature (note that this is special usage of this spell granted by Circle of Mortality feature of the Grave Domain) Healing Word do 1d4+4 healing | V, one creature within sight, 60 ft Misty Step | V, self | teleport up to 30 ft away to an unoccupied space you can see. Hex 1d6 necrotic damage if you hit them with an attack | VSM, 1 creature, 30ft | any ability checks of your choice get disadvantage until the spell ends (concentration) Spiritual Weapon create a spectral weapon, make spell attack, if hit do 1d8+4 damage | VS, one minute, 60ft | Reactions AoO
  6. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +7 or DC 15| 1st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions When Kai squeezes her hand, Mery places one of her own on his and squeezes back. Just briefly. She isn't sure how she's able to sense that Modri is studying her when her eyes are closed, but she does. 'He said about Lady Michelle that he thought scars were beautiful. I assumed at the time that he only meant physical scars, given how much he loves fighting. Is there any possibility he might be able to have a kind of respect for my scars too, if not now, then maybe later?' And then the tattooed Dwarf opens up about his recent brush with death and his thoughts about dying. While it's not exactly the response she'd been hoping for, there is something she appreciates about it nevertheless, and she opens her eyes to return his gaze while he continues talking, feeling very much like a wobbly foal. When he sets his condition, her gut clenches. She thinks for a moment, and then replies, "Modri, I want you to know that I am sensing that it is important to you to know that I'm going to be there for this group. And I want to be there for this group. But there's a concern that I have that I need a little time to figure out the best way to articulate. Plus I think some other important issues need to be addressed right now, so I'm wondering if we could have a follow-up discussion about my concern at another time?" "I also want you to know how cool it is to me to hear you talk some about yourself. I've been curious about you for a while now, but it always seems like you're more about the fighting than the talking. I would really enjoy hearing more about you as we keep adventuring." She turns then to look at the others. "And so the rest of you know, I have running lists in my head with each of your names on it with topics I hope that we can have conversations about, if we can ever slow down enough to maybe have an evening hanging out at a tavern." When Kai talks, she says, "I think if faking it until you make it makes you feel brave enough to carry you through, that's probably a good thing." When he asks about her secret-keeping and triggers, she gives him a tremulous smile. "Kai, I greatly appreciate that you would even ask those questions. You have no idea how much." "As to the secret-keeping, there are four basic reasons why I can either withhold or appear to withhold information. Three of those reasons do not involve any lack of trust on my part toward you all, but one of them does, and because of that last one, there is a secret I am keeping right now. The thing is, the secret is going to require a bit of explanation. I fully intend to explain all of that to you all, including coming clean about the secret, but due to the length of explanation needed, I want to delay that so I can address some other things that are less lengthy. And after the last shorter thing, I'm going to need a brief break. So I'll cover these shorter things, give you all a chance to respond to what's been said thus far, then pick up with the secret-keeping." "As to the lack of a tell, it honestly didn't occur to me in the moment that that might be a good idea. It certainly didn't have anything to do with me feeling a lack of trust. I think having a tell is a really good idea, and while I was away from you all, I had an idea for one. The thing is, it's considered a rude gesture. I'm not ordinarily one for using those, and if anybody is offended by it or has some other reason for thinking it's not a good idea, I've got a backup option in mind, but I want to explain why I'd like to use it and then you guys can chime in with what you think. I'm perfectly fine with not using it if you all think that best." "Because of the devastation from my past, I think a fair amount about dying. There's a lot of pain and a lot of feeling alone in that pain. And then there's the thinking that exists in our world about broken things. If we go to a shop and the shopkeeper sells us an item that turns out to be broken, we take it back and ask the shopkeeper to make things right by either replacing the item with a good one or refunding the coin we paid. No one has much reason to want a broken thing. And that's what I am." Two tears trickle down her cheeks. "So while like Modri I don't want a meaningless death, the idea of dying while taking out one of Takhisis' armies holds a certain appeal. I'd call that a pretty good use for a broken thing, and it means I don't have to hurt anymore or watch people keep turning away from the ugliness of my devastation. While I was away from you all, I realized that if I were to die in that way, I know what I want my epitaph to be." Now the tears start flowing freely and she has to take a few deep breaths to bring herself back to being able to speak again. "The epitaph I would want is She said 🖕to evil. The tell I want to use is flipping the bird, either behind my back or in a direction where I'm sure at least one of you can see it." "And speaking of the tell, that reminds me of the situation in which the tell would have been useful, which reminds me of another issue I need to address. My crazy idea with interrogating the Draconian we captured put you all in danger. It was never my intention to do that, but I did. And I don't want to do that again. So while I still like the idea of trying to find a way to use my knowledge of evil to accomplish something good, I will be abandoning the torture approach. I was surprised by how icky that made me feel and I have too many other things that make me feel icky (albeit for completely different reasons) to want another one. And if I get a different idea about how I might use my knowledge of evil to try to do something good, I'll run it by you guys first, if circumstances allow." "There are things that take me out of my Normal Zone but don't make me puke, but I think I want to wait to talk about those because I want to talk again about Pukesville, or rather the circumstances that tend to drive me in that direction. First of all, I tend to avoid most of the situations that send me in that direction. The majority, though not all, are certain types of social situations. Second, I don't puke every time I'm in one of those situations, but it can happen. Third, I know I told you that me puking would be unlikely to happen in a fight, but it occurred to me after I said that that you all might be feeling a bit uncertain about whether you can rely on me since you don't know what's likely to trigger it." She takes a few deep breaths. "Th-the problem is...n-naming those s-situations...is v-very, very p-painful. S-Sends me in the d-direction of Pukesville, as a matter of fact. But I w-want to try to s-set your m-minds more at ease if I c-can, so if you'll please b-bear with m-me...around h-how h-hard this is f-for me...I will n-name them." Her face becomes pale and drawn, and a bead of sweat appears on her forehead. "One w-would be...if I w-wear a d-dress...and it m-makes me feel p-pretty." Tears start flowing freely again and she closes her eyes, her face lined with pain. "Another w-would b-be...if I w-were with a m-man...doing s-something that w-women often enjoy m-more th-than m-men do...like d-dancing t-together. A th-third one would b-be if a m-man made s-some r-romantic m-move on m-me...l-like trying t-to k-kiss m-me. The primary remaining one...is l-like r-right n-now...when I'm t-talking about...wh-where my d-devastation...is the w-worst." She takes two more deep breaths. "S-so you see, short of a m-mind-control spell being dropped in c-combat and the enemy c-caster somehow picking exactly one of those things, none of those situations are t-too l-likely to occur in a f-fight. " "And now I'm ready for that short break." OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long and short rest, for 1d8) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 20 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds 2nd (3/3 slots): invisibility, heat metal, enhance ability 3rd (2/2 slots): dispel magic, hypnotic pattern Class Features: 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  7. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +7 or DC 15| 1st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions With Governor Miat To the Governor's question, Mery replies, "May I suggest that you advise your best scholars to round out their educations by doing a bit of adventuring if they are able? They might be surprised by what bits of knowledge are out there if they are willing to tolerate a bit of danger." "If you need a transliteration of that command word into Common or to give someone some coaching on getting that 'h' sound just right—that's the key, you know—I'm happy to assist. Just let me know." She speaks the command word one final time to shut off the driftglobe. With the Party When Ser Artanis asks about her condition, she wishes for the umpteenth time that they could have had this conversation the way she had asked for it—in the dark, around a campfire, even if that meant tonight instead of last night. It would have made asking for what she needed so much easier. But if she couldn't have the darkness she craved, maybe she could bring the darkness to herself. It was seeing the judgment and disgust she felt sure would be in their eyes that she found so unnerving. She closes her eyes. Suddenly more advice from Janala echoes in her mind: 'Sometimes you can tell people things a thousand times over and they still don't or can't understand. Sometimes the best way is to show them.' She lets go of the control she had so painstakingly worked to build over the last six years. Yes, there it was. "Oh gods, gonna puke!" Then she dashes outside of the room and finds the closest convenient corner in which to deposit her breakfast. She grabs her cloak out of her backpack and slings it around her shoulders, then, as she returns to the room, casts her Prestidigitation cantrip to clean the sickness-related sweat from her face as well as any bits of vomit she might have inadvertently gotten on herself. Keeping her eyes closed, she says, "What you just saw is not a c-case of me having eaten some b-bad f-f-food, and it's not a m-magic-induced effect, either. What you j-just saw is f-fear and anxiety, p-pure and s-simple, so s-strong it makes me p-puke in certain c-circumstances. I told you all b-before that my p-past robbed me of s-several things. What you just s-saw is one of them, b-because I am forced in these p-present c-circumstances to operate in the pl-place where the d-damage is the w-worst. That pl-place in me is like a st-stretch of land that has been d-devastated by a w-wildfire. I don't think it's ever going to be fully r-right, and m-most p-people pr-prefer to t-turn away f-from the ugliness and scars." There is no accusation or emotion in her voice as she speaks the last phrase. If anything, she sounds like a scholar reading a particularly dry scroll. It's just another fact. "Lest you worry that I will fall apart in a fight, don't. I did not survive my childhood without learning how to live by my wits, and fighting bad guys and monsters is, in some ways, a lot easier for me than what we're doing right now is. And doing something to kick evil's keyster is, frankly, quite helpful for me at this point—it feels good. I'm upside-down to what you might expect to be normal in that regard." "That said, there are th-things related to my p-past that I d-deal with d-daily, and probably w-will until the day I die. F-Fear and anxiety are r-right at the top of that l-list and are f-far and away the most c-common. I h-have what I call an Overload Z-Zone, a D-Danger Z-Zone, and a N-Normal Z-Zone. When I hit the Overload Z-Zone, I f-freak out, and that's when I t-tend to r-run away if I c-can. When I h-hit the D-Danger Z-Zone, that m-means I need to s-stop wh-whatever else I'm d-doing and try to get back d-down to the N-Normal Z-Zone. The way I d-deal with st-stuff from my p-past is by d-doing my level b-best to stay in the N-Normal Z-Zone and d-deal with things b-before I ever g-get to the D-Danger or Overload Z-Zone. I'd like to think that the fact it's taken this long for an issue to even come up says something about my ability to do that." If she's aware that she stopped stuttering on that last sentence, she doesn't show it. "I d-don't need you to have any kind of s-special expertise or provide any kind of special h-hand-h-holding around it beyond just asking from t-time to t-time whether I'm alright, but I do n-need you to r-respect my one n-non-n-negotiable c-condition, which is this: if I t-tell you that 'past business' is up or th-that I'm outside of my N-Normal Z-Zone, I n-need you to do one of two th-things: either treat me like I'm a p-person who you find to be w-worth c-caring about, or if that isn't in your h-heart for whatever r-reason in that p-particular m-moment, then PLEASE LEAVE ME ALONE until I t-tell you I'm b-back to the N-Normal Z-Zone. YOU don't know what it takes to get me there; I do, and I know the fastest way to do it, too, but it's never instantaneous. Unless my l-life is in imminent d-danger and I d-don't know about it, any agendas you may w-want to take up with m-me n-need to w-wait, no matter how r-reasonable or n-necessary addressing them might be. The c-conversation can still be h-had, just not r-right away, and it will go a lot more s-smoothly if I'm in my N-Normal Z-Zone than it w-will if I'm not. And there's another th-thing, t-too. I p-promised m-myself when I left P-Palanthas that I wouldn't stay w-with any tr-traveling c-companions who m-make it h-harder for me to deal with s-stuff from my past when it c-comes up, or who look d-down on m-me or m-mistreat me because of it, and I f-fully intend to k-keep that p-promise if I f-feel it b-becomes n-necessary!" Despite the stutter, her voice is firm as she speaks the last sentence. She still doesn't open her eyes. It's the only scant protection she has for the part of her that is still so devastated and now stands so frighteningly exposed. She wraps her cloak around her and huddles into its warmth, waiting for her companions' responses, heart thudding loudly in her chest. OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long and short rest, for 1d8) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 20 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds 2nd (3/3 slots): invisibility, heat metal, enhance ability 3rd (2/2 slots): dispel magic, hypnotic pattern Class Features: 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  8. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +7 or DC 15| 1st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions Before Arriving Back in Kalaman Mery rides along on Handsome back to Kalaman in silence. There's a lot she wants to say, to let the others know that she's screaming for help on the inside, but the words won't come out. Besides, she doesn't trust herself. And if they're all tired and weary, silence at least means nothing that causes more problems gets said. It just also means that nothing gets resolved. For PhoenixSlayer when Kai hugs Mery Kai notices two things when he hugs Mery. The first is that she is really tense about something, although he gets the impression that she was tense before he hugged her. The second is that she doesn't seem to know what to do with being hugged. He gets the impression that she likes being hugged but something is preventing her from being able to 'receive' a hug. He doesn't know what that might be, though. After Arriving at the Folketh Estate She stumbles into bed, exhausted, when they finally arrive back at the Folketh estate, but her rest is plagued by nightmares of witches and being maneuvered into things she doesn't want to do by a shadowy masculine figure. She wakes feeling, if anything, worse but is grateful that she at least has her own room and hopefully didn't wake any of the others if her bad dreams made her call out. She takes breakfast back to her room and downs it without tasting it. She goes out for an early ride on Handsome and spends the rest of the morning until they have to leave learning how to groom him and care for her tack from the lad in charge of the horses. She also restocks Handsome's travel grain and grabs a few apples and carrots to feed him as treats for when they're on the road. Once they're in the city, she struggles to stay awake, but does find the driftglobe to be interesting. Upon studying it, she debates how to handle what she thinks she might know. She finally decides, a bit reluctantly, to give it a try. Preparing herself to forcefully hawk a loogie on the 'h', she looks at it and says,"Lūkḫūt!" trying a couple of different variations in case she hadn't gotten the intonation quite right, which was always a risk with languages she hadn't grown up speaking. 'I kind of hope this doesn't work.' She wants to say something to Cudgel, but her exhausted brain isn't working very well. She settles for, "We were told you had died. I am glad to see our source was wrong, and I'm sorry about Jeyev. I would have liked for many reasons to have been proved wrong about him," and a touch on the Dwarf's shoulder. She also manages to catch Governor Miat before they leave. She tells the Governor, "We encountered a noble of the Cevelcedi family on our mission. They were under the control of a creepy undead skeletal knight. We took out the skeleton, but unfortunately the noble died as well. We took the family crest out of the noble's armor and wanted to return the crest to the family. Can you recommend the best way to get that family a message with the crest and let them know their relative has passed? We unfortunately don't have a first name, but we can describe the individual, and we've got their dirty clothing. We can get that cleaned and send it back as well if you think that's appropriate." When everyone has left and it's just the group, she starts feeling nauseated and even looks decidedly green around the gills. But there is at least one matter she feels able to address. "There's something unrelated to our business at hand that I've been wanting to tell you guys for what feels like forever now. It's just either not been on my mind or else we've been busy with other matters, but Cudgel's return has brought it to mind again." She then pauses for two beats. "I'm not convinced yet that Ser Becklin is dead. Some things haven't been adding up, starting with that first scout's report when they gave Ser Becklin's helm to Ser Darrett. I didn't want to tell this to Cudgel in case Ser Becklin is dead, but I think we should keep an eye out for her in case she's alive." OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long and short rest, for 1d8) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 20 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds 2nd (3/3 slots): invisibility, heat metal, enhance ability 3rd (2/2 slots): dispel magic, hypnotic pattern Class Features: 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  9. HP New, Level Max HP: New Class Features Bardic Inspiration - Bardic Inspiration increases from a d6 to a d8. Font of Inspiration—beginning at 5th level, you regain all of your uses of bardic inspiration whenever you finish a long or a short rest. Spell Slots Cantrips Known: 3 Level 1: 4 Level 2: 3 Level 3: 2 (adding Dispel Magic and Hypnotic Pattern) Any Other Features You’ve Gained
  10. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 3/4 2nd 0/3 | Bardic Inspiration: 1/4 “My words,” | ‘My thoughts,’ | My actions Prior to meeting up with the others, Mery slips her necklace into her shirt. She is relieved when her companions are the only ones she sees. She accepts Hunni's hug, though she has to dismount from Handsome to do so. "I never saw any black cloud, just a group of gypsy wagons. I met what I thought was a lonely old granny kender woman who wanted to teach me some magic. Only she lied about how the magic worked and then she and some of the other ladies there all turned into witches, at which point, I got out of there. They seem to be unable to leave their wagons. One of them was talking about Istar and the Tower of High Sorcery as though they haven't been founded yet, which makes that one around 3,000 years old." Remounting Handsome, she then says, "If I am going to keep traveling with you, I'm putting a condition on my return. It's non-negotiable, but I've tried to make the condition itself as painless as possible in terms of what it requires of you. If you all can't accept my condition, then I will part ways with you once we're back in Kalaman. But I'd prefer to wait until things are relatively quiet to talk further about that. If we were to camp out somewhere rather than head immediately back, those would be acceptable conditions for talking about it, I think. I'm happy to defer to you all as to where we might camp—I honestly wouldn't mind getting a ways away from here." She gives a rueful chuckle. "I'm happy to see you've all survived, and that you found Ms. Rookledust." She gives the Gnomish inventor a courteous nod, then continues, "I can offer up to 3 of you a bit of healing if anyone wants it—some of you are looking pretty dire." OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  11. Kerenza "Ren" Marston AC: 17 (19 w shield) | HP: 52/52 (5d8) | PP: 14 | PInv: 11 | PIns: 17 "My words" | 'My thoughts' | My actions In between their rushing about to mount a defense for Hethton, Ren found a quiet moment to dash off two messages, both bound for Glammer City. One was for the head of her temple, warning of what was to come and begging that aid be sent to Hethton; the other was for the closest thing that Ren had to a living mother, Lady Araxie von Shelson, her mother's childhood best friend. Ren had no idea what to tell Lady von Shelson, who Ren was sure could not under any circumstances be roused to believe the truth. In the end, she simply thanked Lady von Shelson for caring about her and told the older woman she was bound on a dangerous task, adding that if she and her companions failed, their world would likely never be the same again. It was utterly inadequate, but it was the best she could do in the limited time she had. Returning to her companions, she spoke to Lord Alban. "You offered the use of your signet ring for a message bound for the temple of Mosheach asking for aid. I don't know if they can reach us in time to be useful, but perhaps they can protect places between here and Glammer City if it should come to that." She carefully avoided mentioning what it would mean if it came to that, and she trembled slightly as she offered Lord Alban her temple message. Turning to face the group as a whole, she added, "If any of you wish to send a message to someone, I am dispatching my retainers away for message delivery, first to Glammer City, but after that, I can ask my guardsman, Niall, to deliver any messages you want sent elsewhere. I...I will give him enough gold to aid him in any necessary travel." When Jozelle spoke, Ren studied the assassin, sensing something of her feelings even though they were hard to read. "I am inclined to agree with you about the scythe and the wheat," she said softly, her voice a near whisper. "In terms of what to do, though, I am wondering about something: does the amulet allow multiple portals to be opened, or can it only open one at a time? If it only opens one, can it only open the one we found, or can it open a portal anywhere? To me, it seems like our priorities would be best determined by the answers to those two questions, but I do not know how to get those answers before we are likely to be needed to fight. It suggests that we need to both kill Vadim King in the hope of recovering the amulet and then close the portal in order to prevent any more invaders from coming through. If we cannot make use of the amulet to close the portal, I am now strong enough to attempt to disrupt its magic, and I am ready for that task." She offered up a rueful smile. "Is it only me, or does accomplishing all of that seem impossible? I was prepared to do some things to...well, to try to make right some things from my past that I'm not proud of, but all of this," and she gestured back toward the graveyard, the direction she thought Vadim King and his followers were most likely to emerge from, "is so much more than anything I ever dreamed I'd have to face." She gave Jozelle's arm a gentle squeeze. "It seems we are all to be tested hard before we gain our redemption." Ren didn't know how much more she could take. She was trying her best to be strong for the others, but it was getting harder and harder. She could feel some part of herself starting to give way, beginning an inevitable slide down toward she didn't know what. The question was, could she find her own redemption before she became irretrievably broken? OoC OOC comments, if I have them, go here. Mechanics Imperial Human Cleric (Grave Domain) 5 Languages: Common, Elven, Dwarven Background: Noble Background Feature RetainersIf your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. Str 8 Dex 14 Con 16 Int 12 Wis 18 Cha 14 Proficiency Bonus +3 Saving Throws: Wis, Cha Speed 30 Tools/Instruments: Harp Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3; L3 2/2 Actions Dagger +4 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +4 to hit for [1d8+2] piercing damage | Loading, Two-handed, 80/320 Channel Divinity: Path to the Grave You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Destroy Undead Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Guidance VS, one creature, touch | +1d4 to next abililty check Light Dex DC14 cast light |VM (firefly or phosphorescent moss), touch/20 ft | touched item sheds light for up to 1 hr Sacred Flame DC14 DEX Sv for [1d8] radiant damage | VS, one creature, 60ft | cover grants no advantage to the saving throw Toll the Dead DC14 WIS Sv for [1d8] necrotic damage if full HP, 1d12 if missing HP| VS, one creature, 60ft | Detect Magic VS, self, up to 30 feet | sense the presence of magic within 30 feet Bane DC14 CHA Sv | VSM, up to 3 creatures, 30ft | -1d4 to next attack roll or saving throw before spell ends (U) Bless | VSM, up to 3 creatures, 30ft | +1d4 to next attack roll or saving throw before spell ends (concentration) False Life add 1d4+4 THP for 1 hour| VSM, self | Guiding Bolt spell attack [4d6] radiant damage (5d6 at lvl2) | VS, one creature, 120ft | next attack by anyone before next turn has advantage Inflict Wounds spell attack 3d10 necrotic damage at lvl 1, 4d10 at lvl 2 |VS, one creature, touch Protection from Evil and Good warding buff against celestials, aberrations, elementals, fey, fiends, and undead | VSM, one creature, touch | attacks against protected creature have disadvantage, protected creature can't be charmed, frightened or possessed, or if already charmed, frightened, or possessed at the time of casting, the protected creature has advantage on saving throws against the relevant condition. (U) Cure Wounds 1d8+4 healing at lvl 1, 2d8+4 at lvl 2 |VS, one creature, touch Ray of Enfeeblement (D) DC14 CON Sv spell attack, upon a hit targets do half damage when using weapons that use STR| VS, one creature, 60ft | Aid buff allies with toughness and resolve | VSM, up to 3 creatures, 30 ft. | buffed creatures' hit point maximum and current hit points increase by 5 for the spell's duration (8 hrs) Gentle Repose (D) target corpse is protected from decay and can't become undead | VSM, 1 corpse, touch | extends time limit during which a corpse may be raised from the dead. Enhance Ability bestow a magical enhancement to the stats of one creature | VSM, one creature, touch | target gains advantage on checks made with the chosen attribute and possibly other benefits. (See ) Dispel Magic end magical effect on one creature or object, or otherwise end a magical effect | VS, creature, item or effect, 120 ft. | If the effect is from a 3rd level spell or lower, the effect ends automatically; if it is from a 4th level spell or higher, the DC is 10 + the spell level, and is rolled using the caster's spellcasting ability. On a success, the effect ends. Spirit Guardians call forth spirits to protect you WIS DC 15 | VSM, self, 15 ft | any seen creatures can be specified to be unaffected; affected creatures' speed is halved in the area and when affected creatures enter the area or start a turn there, they must make a WIS saving throw. Upon a failed save, affected creatures take 3d8 radiant damage (if the caster is good) or 3d8 necrotic damage (if the caster is evil). Upon a successful save, affected creatures take half damage. Vampiric Touch (D) use melee spell attack to siphon the life force from others to heal your wounds | VS, self | upon a successful hit, the touched creature takes 3d6 necrotic damage, and the caster receives half that amount as healing. Until the spell ends, the attack can be made again as an action on each of your turns. Revivify (D) raise a creature that has died within the last minute from the dead | VSM, one creature, touch Bonus Actions Spare the Dying | VS, one creature, 30ft | stabilize a dying creature (note that this is special usage of this spell granted by Circle of Mortality feature of the Grave Domain) Healing Word do 1d4+4 healing | V, one creature within sight, 60 ft Misty Step | V, self | teleport up to 30 ft away to an unoccupied space you can see. Hex 1d6 necrotic damage if you hit them with an attack | VSM, 1 creature, 30ft | any ability checks of your choice get disadvantage until the spell ends (concentration) Spiritual Weapon create a spectral weapon, make spell attack, if hit do 1d8+4 damage | VS, one minute, 60ft | Reactions AoO
  12. I am going to have Ren pick Dispel Magic and Spirit Guardians as her two, then she gets Vampiric Touch and Revivify as her two domain spells, if that helps you any, Though with this game focusing more on the writing than game mechanics, I have no idea what I’m supposed to do about the 300 GP diamond normally needed for Revivify. She doesn’t have quite enough gold to get one. I don’t want to be dishonest, but I also don’t feel like I have a very good sense for which game details I can just hand-wave. I actually struggled more with picking which level 1 & 2 spells to prep for what seems like our quite scary upcoming battle. I’ve no idea yet what my first chapter 3 post is going to be about.
  13. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 3/4 2nd 0/3 | Bardic Inspiration: 1/4 “My words,” | ‘My thoughts,’ | My actions Mery grumbles when her efforts to destroy the pendant also prove fruitless, although she does find its function rather intriguing. 'Why would those witches send me a pendant that would allow me to summon a god? The only god I'd be interested in summoning at the moment is Mishakal, and I'm pretty sure they wouldn't have any reason to let me summon her. If they, or at least one of them, is some kind of god, then it stands to reason they'd want a way to communicate, since they want me to stay so that so-called 'Auntie Dentdever' can leave. Only I don't want any pendant I can't remove when I want to, even if summoning a god sounds kind of interesting.' She tells Handsome, "I think the solution is to avoid using the pendant for as long as possible. I have no interest in summoning those witches or any other god whose pendant gives me such a strong case of the willies when I look at it. I kind of wish now that I knew that spell that lets you tell what kind of magic an item uses. And something stronger than stone, bone, or antler wielded by someone stronger than I am might be able to destroy the pendant, too, although I kind of doubt it. Still, one never knows anything for certain without trying. Let's hope it doesn't come down to something crazy like me having to die for the pendant to become removable." Upon determining that her surroundings are real, she studies the road, not wanting to venture onto it until she's ascertained that there is no one else in sight. As it is, she's tempted to remain where she is until her companions pass by. 'What bothers me is that I didn't notice when the real Kalasääski vanished. Why was that? How far away do I need to get from those witches to be out of the range of whatever they did?' "I think I should leapfrog ahead to the next cover and move toward Tatina's and away from the witches." OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
  14. Meryelle "Mery" Keryndon AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 3/4 2nd 0/3 | Bardic Inspiration: 1/4 “My words,” | ‘My thoughts,’ | My actions Mery gets as far in her note-taking as finishing the group's appearance before the leaders of Kalaman when the obsidian pendant mysteriously appears around her neck. She quickly puts away her writing tools and slips the chest and then her blanket back into her backpack. She then tries to remove the necklace by pulling it over her head, to no avail. Attempting to cut and untie the cord similarly yield no results—the necklace remains around her neck. "Drat those witches!" she mutters, assuming by their earlier promises to teach her powerful magic that they must be the cause of both the pendant's appearance and her inability to remove it. She studies it for a moment and finds some runes on the back of the main obsidian stone. Below the runes is a large inscribed circle with nothing in it but an underline, as though a character would be there but isn't. She quickly searches her memory to determine if she's ever read anything about a pendant like this and if she's ever read anything about how to destroy obsidian. She quickly realizes that she's never read a thing about a pendant like this and that she's going to need to think for a few minutes about the obsidian question. She also realizes that a spell that helps with languages might help her understand the runes and the potentially missing character, but she does not know that spell. 'It might be possible to get a scroll with that spell once we get back to Kalaman, assuming this pendant doesn't trap me here. I suppose I could also examine the runes and underline to see if there is an illusion perhaps masking the character.' She lifts the stone without removing the pendant and studies the runes and underline for several moments. She then mounts Handsome, telling her horse, "I think it's time that you and I tried to get out of here. With any luck, I'll remember something about how to destroy obsidian while we move. With better luck, the stone can be destroyed while the pendant is still around my neck." She guides Handsome back toward the road but remains behind cover. She's about to check for traffic on the road when a thought hits her. 'Gee, if Kalasääski was an illusion for most of the time I thought they were with me, is everything I think I'm seeing also an illusion? What kind of power do those witches have, anyway?' She studies her surroundings closely, trying to determine if things are real or not. OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
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