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KingGoblin

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  1. Thinking of applying with a veterinarian, if just because I am pretty sure we will need someone with medical skills, and it is the first thing that comes to mind. On that note, what are your thoughts on Weird Edges, specifically Beast Master, in a semi-realistic modern day game like this?
  2. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni looks at the others, Modri going one way, Meri going the other, and shrugs. She follows Modri, mainly because he is another dwarf, and also because she wants to learn more about how to encourage scars to form. The arrow wound she got before didn't seem to do it. She doesn't really do anything to help with the carrying, but then, nobody seems to expect her to anyway. Muttering to her whip, she can be heard to quietly say, "I mean, a whip is like a rope, you could have had a grappling hook at the end. That seems scary, and formidable, a hook to the brain. I agree, shadow step was a much more impressive way to get to the top of the wall, but I just want to point out that there are options, Jezebel." OOC Action: — Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 1 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  3. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 35/35 (THP 8) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15 Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0 Resistances: Acid and Poison Lazuli reacts quickly as the grenade is thrown, as they throw spores of their own at it. The spores burn away, but protect Lazuli from any actual damage to themself. Irresistibly unstoppable, they close in on the closest giff, and raises an appendage. "Feed," they command, and bones burst from their body, as spores swirl around the enemies in rage. OOC Made the save, so 8 damage to THP from the bomb. Trying out the Bone Swarm. 4d8 of whatever damage type it chooses, with a +7 to hit. Also, at the beginning of the giff's turn, one of them will have to make a DC 14 Con save or take 2d4 damage from the spore cloud.
  4. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 35/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15 Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0 Resistances: Acid and Poison Lazuli took the shots, protected by their spores, and advanced on the giff, a fungal avenging angel. "Oh, you two are going to have a really bad day," they comment, as more spores lift off the ground around them and reform, patching all the wounds, and leaving a yellow-green haze in the air. "Fortunately for you, at least it will be an exceptionally short day, as well." OOC Moving towards the giff, 30', and activating Symbiotic Entity. Well, one of the symbiotic entities. The bones stay inside, for now.
  5. Before breakfast. Yeah. Breakfast seems like a short rest. :)
  6. Is it reasonable that Lazuli would have the THP up at the beginning of the battle? I intended to have them activate them before any short rest, at the least, throughout the day, so if that was allowed they would have THP but not activated spores at the beginning of the battle, but I wanted to check before I made that assumption.
  7. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni shrugs to Meri. "Two is too many. But we do what we can." She seems resigned to their fate. Mostly, she tries to help the others, but gets ready to attack wherever she is pointed to next. OOC Action: — Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 1 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  8. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 28/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15 Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0 Resistances: Acid and Poison With less brains than bravery, Lazuli rushes towards the grenade as they produce their wooden leg for a kick punt bat attempt back towards the giff. "YOLOOOOOOOOOO!" OOC Yeah, not sure what to roll for this, so I'll just roll a d20. Lazuli's proficiency bonus is +2, dex bonus is +3, but I don't know if any of that would apply to trying to bat an explosive pitch.
  9. Heh. I use it sometimes. My writing tends to suffer for it.
  10. Qu would just bob his head with an enigmatic expression on his face, and say, ‘Mmm, yes, that’s right.’ He is happy with whatever people call him. He uses the Qu spelling in numerous puns and word games, because that entertains him, but honestly, we can’t get his name right. Our mouths are wrong. I am imagining the initial sound as a sort of hollow click inside his beak. I tried looking up the notation for click languages, but there are so many, and they all have to do with where your tongue is in your mouth, and have very little to do with beaks, so that doesn’t work. For the second sound, I was imagining something we probably could do, but I don’t have the words to describe, like between oo and ewe and you and que, but not quite the oo for either of them, and with a slight rolling sound like when people roll their Rs, or like a dove talks. I imagine the whole Tortle language as being like that, like they sound like what parrots would sound like if they didn’t like screeching so much and wanted to invent a language. In any case, yes, he is fine with whatever people call him, and will play with the sounds to his own amusement for as long as they continue associating with him. I probably got my geography mixed up. Will check a map tonight, and straighten the towns out in the application, but yes, he went south to somewhere to deliver the letter, and is going north now. Sounds great!
  11. Qu Tortle Faction Agent (Harpers) Order of Scribes Wizard IC “My words,” Qu said. | ‘My thoughts,’ Qu thought. | My actions . . . Qu did some things. He said some things. He did some more things. OOC I don’t always put OOC content in my posts, but when I do, I put it in here. To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  12. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 28/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15 Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0 Resistances: Acid and Poison Lazuli spends the rest of the trip secreting themself in odd rooms, feeding bones to their bone swarm, growing odd mushrooms on the rocks, listening to too loud music, and generally being weird. You know. Adolescence.
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