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KingGoblin

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  1. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven As the group spends some time to introduce themselves, Hunni introduces herself to Fairla, Vigdan, and Arlo as 'Hunni Ravenwing Collic, black-robed Adept of High Sorcery.' She seems happy to see Fairla. "A white-robed Mage! How fun. Do you know my friend Decimus? He used to be a white-robe, too, but now he's a fisherman. Thanks to me. I wonder where your robe will take you?" she comments, with a wide, innocent smile, and sparkling eyes. "I think we will have a lot to talk about." For Vigdan, he seems more standoffish, and quiet, so she doesn't interrupt him much. When she finds out he owns a boat, she is quite impressed, and tries to tell him a story about the time she went fishing, but it doesn't seem she was very good at it, and she didn't catch all that much. Hunni spends the most time with Arlo, teaching him the Lord Bakaris song, listening to his stories about Uncle Trapspringer, and sharing her stories of That Place. She also shows him her toys, bits of string, ball bearings, and assorted junk, as well as her prize turquoise animal figurines and fishbone contraption that can walk on its own, and doesn't really notice if he borrows any of it from time to time. When he eventually figures out how to use the pipes, she is extremely excited at the idea of unlimited free rats for dinner whenever they want them. OOC Action: Casting Prestidigitation to make the background music. 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: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  2. Hunni takes a set of Red Dragon Army Scale Mail, and a Red Dragon Army Shield.
  3. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven After the battle, Hunni glares and spits at the giant Coltan image that continues screaming, before turning away to look for more opponents to kill. As none are in the immediate area, she does her best to help the others in working the keys, mostly by staying out of the way and watching. When the soldiers come in, she cheers them on, safely, from the sidelines, and pokes at the dead bodies of the soldiers they killed earlier. Mostly, she doesn't do much. At the sight of the treasure, Hunni seems mostly disinterested, although the new (clean) uniforms do interest her, and she changes out her old, battered armor and shield for some new, shiny Dragon Army equipment. Except for the weapons. She already has weapons, and doesn't need or want anything new in that department. Jezebel might get jealous. Back in Kalaman, as they approach the gates, she seems to remember something. "Oh! Right! The song!" she proclaims, and makes a few gestures with her hands and whip. Music seems to spring from the area around her, and she sings, rather poorly. "♪ ♫ Oh, Bakaris, the legend in his name, His honor shines, his deeds forever sung, His sacrifice, his valor, all the same, A hero’s anthem, from his heart was wrung!♫ ♪" Somehow, she remembers those words; and several more verses, from the bard's performance, which she sings and hums merrily as they move through the town. After their briefing, she comments to Artanis, "You're probably right. Wish we could just leave him to fail on his own, but the cost to let him learn that lesson would be too great. Well, I'll go check in with Wyhan, see if she's got my test all arranged yet, if I don't have anything else to do, I could go with you." OOC Action: Casting Prestidigitation to make the background music. 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: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  4. For some reason, it is taking me longer to do this character than I was expecting. Ugh. Will try to finish up tomorrow. For the magic item, I was thinking an Instrument of the Bards. Any of the uncommon ones would do, but I like the spells in the Mac-Fuirmidh cittern most, or the Fouchlucan banddore. If that doesn't work for you, then I don't know. A refluffed Helm of Comprehend Languages, that still takes the head slot, but wouldn't look stupid on a giant bug? Or Eyes of the Eagle, that would probably be better than the helm.
  5. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Muttering inaudibly to herself, Hunni moves around, trying to get out of the Silence spell so she can do something to the remaining foe. If it means she moves away from the giant Coltan, that's just a bonus. She shakes her whip occasionally as she runs, and when she can hear herself, she turns to look back at the battle. So far away... Calling on her arcane knowledge again, shakily, with the giant Coltan in view, she whispers at the Captain, who seems to hear her in his mind. OOC Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee. Concentrating on Hex. Action: Casting Dissonant whispers, at 1st level, since she is using the bonus casting from her Feat. Failed save does 3d6 psychic damage, and requires him to move away from her, although I don't think he can. Save means half damage. Saved, so 7 damage I think. Bonus Action: Shifting Hex to Captain Ardlic Vanse. It doesn't do anything this turn, since she isn't using an attack. Movement: Moving to AA 27, I think; just out of the Silence bubble, so she can cast. Reaction: — Must remember Wisdom save this turn. Eh, failed. Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  6. Just as a note, I wish she had the mop of flying, in case we go overboard. But with the gravity planes as they are…. We’ll be fine. Yeah. We will be fine…
  7. AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 9, Insight 11 Investigation 10. StrAthletics +2: 15 (+2) | DexAcrobatics +1 Stealth +1 Sleight of Hand +1: 12 (+1) | ConNo skills. :(: 14 (+2) | IntArcana +0 Nature +0 History +0 Religion +0 Investigation +0: 10 (+0) | WisAnimal Handling -1 Medicine -1 Perception -1 Insight +1 Survival -1(pProficient in Wis saves): 8 (-1/+1) | ChaDeception +5 Performance +3 Intimidation +5 Persuasion +5(pProficient in Cha saves): 16 (+3/+5) Languages: Common, Draconic, Elven. Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5 Current Appearance (Disguise Self): A ghost. Elrod is surprised that Dee takes the first watch, but since that watch seems pretty full, he goes on with the last watch as before. Prior to going to bed, he counts his precious belongings, and ties them securely together to cradle them to his chest in his bedroll. Not that he really expects that to make much difference, but gold is gold. OOC Another natural 20. What the heck.
  8. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni screams. "Aaaah! Giant Coltan! My one weakness!" she yells in fright, running away and around a corner to hide from the blasted gods' influence. "Someone kill it quick!" Glaring around, she doesn't seem nearly as disturbed by the dragon and rider bursting from the stables. Her whip does, though, so with a glance at the whip and a glance at the dragon, she rears back and cracks the whip at the monster; strange pointed shadow-stuff forms fly in its direction with a strange buzzing sound, absorbing into its flesh, followed by more forceful shadows that appear to take the form of flying angry hand-axes with eldritch scrawl on their heads. OOC Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee. Concentrating on Hex. Action: Attacking dragonelle with Eldritch Blast Bonus Action: Shifting Hex to dragonelle Movement: Moving to AA or AB 25, to get the image out of her line of sight, but so she can still see the dragonelle to attack. Before she attacks, of course, to negate the disadvantage. And hide from the scary image. Really, giant Coltan is very traumatizing. 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: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  9. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni also shudders as the soldier yells, and is answered from inside the stables. It is pretty clear that they won't be doing this all stealthy-like after all. "Eh, so be it." She turns to look at Arlo and the big draconian, and as the dwarven and gnomish spirits take out the soldiers near Coltan, she yells out, "Oh, you like to insult them too, uh, guy. Hey, big ugly lizard! You must have banged every branch face first when you fell out of the ugly tree! Uh, 'cause you're ugly!" Even as she speaks, the whip made of shadows in her hand lashes angrily, and shadows fly from her form to the draconian, and she slashes at it with her whip. OOC Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee. Concentrating on Hex. Action: Attacking Sivak with her whip. Bonus Action: Casting Hex on the Sivak, using the bonus spell from her feat. Extra damage, and disadvantage on Wisdom ability checks. 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: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  10. Klaktuk Cha-Pok But most people call me Steve Bard, College of Swords Medium Monstrosity Thri-Kreen Armor Class: 15 Hit Points: 43 Speed: 30' ft. Senses: Passive Perception (16) Languages: Common, Thri-Kreen Proficiency Bonus +3 Description: Steve looks like a thri-kreen, a giant bug. Seven feet tall, mottled chitin that shifts in color, four arms, mandibles for a mouth, all of it. He always seems to have his lute in his cittern in his main hands, though, playing a tune, and his secondary arms are always close to his swords. Steve's head tends to bob and weave, as does the rest of his body, although whether he is swaying to his own music or just to help him catch prey is debatable. Story: Steve is a smuggler, he's always been a smuggler, and he enjoys smuggling. He tends to spend his time on spelljamming ships, moving from place to place, playing his music and smuggling his wares. ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save + Athletics + Dexterity 14 (+2) Save +5 Acrobatics +2 | Sleight of Hand +2 | Stealth (E) +8 Constitution 14 (+2) Save +2 No skills associated. Intelligence 10 (+0) Save + Arcana + | History + | Investigation + | Nature + | Religion + Wisdom 10 (+0) Save + Animal Handling + | Insight + | Medicine + | Perception (E) +6 | Survival + Charisma 18 (+4) Save +7 Deception +7 | Intimidation +7 | Performance +4 | Persuasion +7 * (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: 3 musical instruments, a gaming set, thieves' tools Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitar Armors: Light Armor, Medium Armor Skills: Perception, Intimidation, Persuasion (bard), Deception, Stealth (background) Languages: Telepathy, Common, Thri-Kreen BARD FEATURES Spellcasting 3 Cantrips Spell Slots: 4 / 3 / 2 Spells Known: 8 Ability: Charisma Spell Save DC = 8 + Prof bonus + Cha modifier Spell attack modifier = prof bonus + Cha modifier Ritual Casting Focus - Instrument Bardic Inspiration (d8) - Cha bonus times/day, grant +d8 to allies rolls. Jack of All Trades - Half proficiency bonus to any ability check that doesn't use proficiency bonus Song of Rest - Extra d6 hp in short rest Bard College - Swords Proficiency with Medium Armor and Scimitar, melee weapon as focus Fighting Style - Two Weapon Fighting - ability modifier to second attack damage Blade Flourish Defensive - Add inspiration die to damage, AC until next turn Slashing - Add inspiration die to damage, all enemies within 5 feet Mobile - Add inspiration die to damage, push 5+roll feet, follow Expertise - Two skill proficiencies - Stealth, Perception Font of Inspiration - Regain Bardic Inspiration at short or long rest RACIAL TRAITS Chameleon Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings. Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. Sleepless. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. Thri-kreen Telepathy. Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). FEATS Bonus: Magic Initiate (2 cantrips, 1st level spell, Warlock) Level 4: Telekinetic (+1 Cha, Mage Hand Special, Shove (Strength save, DC 8+Cha+Prof, 5' towards or away) WEAPONS WEAPONS Scimitar (dual-wielded) - +5 to hit, 1d6+2 Slashing, Finesse, Light Vicious Mockery - 60' range, Wis save or 1d4 damage + disadvantage on next attack Eldritch Blast - +7 to hit, 1d10 force damage, two beams Booming Blade - Weapon attack +1d8 thunder damage, 2d8 thunder damage if it moves EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (99.5 lbs.) Weight: lbs. / lbs. max. ( x STR Score) Status: Unencumbered Penalty: None MONEY POUCH ( lbs.) Copper: | Silver: | Gold: 550 | Obsidian: | Platinum: (0 Coins x .02 lbs. = 0 lbs. Total Weight) EQUIPEMENT READIED (83 lbs.) Armor Carapace Main Hands Mac-Fuirmidh citternAn instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, Fog Cloud Weapons Dual Scimitars (50 gp) Readied Items (8 lbs.) EQUIPMENT STORED ( lbs.) Stored items can be retrieved with an action. In Backpack Thieves tools (25 gp) Entertainer's Pack (Starting Gear) Rapier (starting gear) Lute (Starting gear) Leather armor and dagger (starting gear) Strapped to Backpack EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) SPELLS SPELL SLOTS Bard - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 8 | Spell level: 4 / 3 / 2 CANTRIPS (Bard 3) (Warlock 2) (Telekinetic) Vicious Mockery Prestidigitation Minor Illusion Booming Blade Eldritch Blast Mage Hand SPELL KNOWN (Warlock 1): From Feat Hex (Bard 8): Detect Magic Dissonant Whispers Healing Word Sleep Tasha's Hideous Laughter See Invisibility Suggestion Dispel Magic MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) Mac-Fuirmidh citternAn instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, Fog Cloud APPEARANCE Age | Height | Weight lbs | Hair Shiny carapace| Eyes Black segmented compound eyes | Complexion Jungle Green BACKGROUND Criminal Smuggler Personality Traits: '"I would rather make a new friend than a new enemy." Ideals: People. '''I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)" Bond: '''Someone I loved died because of I mistake I made. That will never happen again'' Flaws: ''If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.'" Background Feature: - Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  11. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 24/33 (THP 0) | 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 As for Lazuli, well, they continued collecting bones and, well, growing. Eventually, they split in two, and continued working as a pair. Then, they ate enough to split again. Rumors swirl about where they stashed the 'mother' fungal bloom, Squishy's hive mind, as it were, but at least they seemed to be loyal, hard working, cannibalistic Fleet officer with silver pins on every one. Even if nobody is quite sure where they got that many pins.
  12. Eh, I think I'm done. As a first level character, she's probably good.
  13. The range on a sling says 3 sq, is that like squares, like 15 feet or something? How much does armor cost?
  14. I don’t have anything to add just now.
  15. BASICS Race : PixieXP Multiplier Modifiers: Agility -3 Might +4 Size: Tiny Speed: Your base walking speed -30 Ft Your flying speed is normal and you can hover no more than 10 feet off the ground if you are more than 10 feet off the ground when you end your turn you will fall until you are within the 10 feet of the ground. you can’t be wearing medium or heavy armor. Vision: Normal Fey Ancestry: +2 dice to Willpower rolls vs Charms Magic can’t put you to sleep Invisibility: Once per day Shrink: You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for you. If the object is a weapon, decrease its damage dice by one size unless it has the finesse or light weapon properties (the versatile damage dice of that weapon also decreases). If it is a container, such as a backpack or coin purse, all objects inside shrink proportionately. You can have multiple object shrunk at once but once the object leaves your person, it's container or you die, it returns to its original size. Tiny Hands: -2 dice to Athletics +1 dice to thievery Automatic Language: Common and Sylan Languages : Common, Sylvan Background : CharlatanDeception: -1 XP Multiplier Thievery: -1 XP Multiplier Cunning: -1 XP Multiplier Equipment: a set of fine clothes, a disguise kit, con tools Might Agility Endurance Intelligence Cunning Willpower Charisma Influence Appearance 1Pixie +4 3Pixie -3 14 + 21 = 35 220 320 + 30 = 50 1Charlatan -1 220 1 1 1 Total = 125 SKILLS MARTIAL MAGICKAL NON COMBAT Archery Arcana Athletics Two Weapon Fighting Abjuration Crafts Great Weapon Fighting Conjuration: 18 Deception: 1Charlatan -1 7 One Handed Weapon Divination History Thrown Weapon Fighting Charm: 18 Insight Protection Evocation Intimidation Martial Arts Illusion: 18 Investigation Shield Necromancy Knowledge Light Armor Transmutation: 18 First Aid Medium Armor Nature: 28+16=24 points Heavy Armor SPELLS Perception Evasion: 18 Cause UneaseCharm 5 points 60 ft 1 Rd Succ Spent Target must succeed against opposition roll or it has a +1 difficulty Resist: Willpower Performance Acid SplashConjuration 5 points 30', Instant Your create a glob of acid in your hand that you throw towards your enemy. Resistance: Evasion Religion Mage HandConjuration 5 points 30 ft 1 min/succ spent Summon a spectral hand that appears at a point you choose within range. You can use your action to control the hand to manipulate objects, open doors or containers, pour contents out of a vial, etc. The hand can't attack, activate magic items, or carry more than 10 pounds. Ride SpookCharm 5 points 15 ft Instant If the target fails a resist roll they get scared of you for a moment and move 15 feet away from you. Resist: Willpower Stealth Survival Persuasion Thievery: 2Background -1 7 + 14 = 21 Total XP = 96 PERKS NAME RANK XP COST REQUIREMENTS BENEFIT Wildshape 2 3010/rank 10 + 20 = 30 Nature 2 Willpower 2 Can change into BeastsFirst rank lets you change into any beasts that do not fly or swim. Second rank any except flying. Third rank any beasts. Creature must be a beast in order for you to transform into it. You can wild shape for a number of hours as you have in your rank. You revert if you fall unconscious.Your physical abilities are replaced by the beasts. Any damage over bringing the wild shape to 0 gets transferred to the characters normal form. You can’t cast spells in a wild shape.. Fast Movement 3 366 + 12 + 18 = 36 Agility 2 Speed +10 ft/rank, no heavy armor or heavy load Unarmored Defense 2 3010 + 20 Can't wear armor Damage Resistance = Rank Total XP = 30 FINISHING TOUCHES MANAIntelligence + Willpower HEALTH STAMINAEndurance + Might SPEEDAgility X 10Ft + Racial Modifiers 5 5 3 60 Flight, 30 Land Total Damage Resistance (Endurance + Unarmored Defense): 4 Dodge (Agility + Evasion): 4, costs stamina EQUIPMENT Starting Wealth: 180 - 104 = 76 Background: a set of fine clothes, a disguise kit, con tools (cut glass 'gemstones,' costume jewelry, and gold and silver plated iron coins) Purchased: Backpack, 2 gp, 2 lbs Dagger, 2 gp, +1 damage, 1 lb, Piercing Thieves' Tools, Masterwork, 100 gp, 1 lb 317 XP SPENT Total XP = 320
  16. Name: She goes by Ellie Race: Pixie Background: Charlatain Languages: Common and Sylvan Short History: Ellie is a common forest pixie, who spent her days playing with her siblings, changing the weather, supervising the growth of flowers and mushrooms, and just generally doing what pixies do. One day, her group wandered to a waterfall, and were splashing beneath, when humans arrived; a small family, with a man, his wife, and their daughter. They watched from the trees and bushes as the family had a picnic, and Ellie got the idea to invade the picnic in the form of a ferocious kitten. Her siblings thought this was a great idea, and when Ellie pounced, the humans gave her fish to eat, and tickled her, and, well, she fell asleep in the little girl's lap. By the time she woke up, her siblings had all gotten bored and flown off to bother some feral pigs that had been wallowing up downstream, and the little girl had carried her back to her parents' wagon. They had balls of yarn and candles and silverware and piles of cloth and other trinkets, so Ellie hung around, until she realized that the wagon had taken them far from her home, and she was lost. Ellie remained with the family, as a pet, for a time, before she got bored and started wandering the city. It was very different than the forest, and there were lots of tricks she could play, pies to steal, hidden areas to explore. It was lonely, but a different kind of fun. She made some friends, mostly dogs and cats and rats, but children and shopkeepers too. She had some adventures. Then, she decided it was time to go home. Of course, she had no idea where that was, but when she heard of a caravan going to Yuvia, she thought it sounded exotic enough that it must be there. If not, no matter, there must be something interesting there, or the caravan wouldn't go. She convinced them to let her sign on, or she stowed away in one of the wagons, or she might just be sleeping on a wagon roof. Either way, here she is.
  17. Ok. That duration of wild shape, 1 hour per pip. Is that per day? Or per short rest? Per activation? Is there a way to extend it using magic points or stamina? Thinking of a pixie that took on the form of a kitten, then inadvertently got adopted by a family that took them to town far from their home when they took a nap. Ended up becoming an adventurer when they discovered playing with mortals was more fun than making the flowers bloom, or whatever.
  18. So, with the wild shape thing, it looks like we can do most any animal? was thinking about a pixie mage, but not really sure about the spells and stuff, and how that all works. I assume we buy them with xp, but the list is pretty short, and I am not sure about how the improvised spells work.
  19. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 24/33 (THP 0) | 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 "Being dragged around by an ogre, mostly," Lazuli commented, distractedly.
  20. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 24/33 (THP 0) | 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 At the end of the battle, Lazuli stored Miken's head inside their body, somewhere. One more skull for the bone swarm. At the big meeting, though, they don't really have much to add. They considered saying something anyway, but it wouldn't be helpful, and might get them kicked out of these cushy meetings.
  21. I would like to continue, it is fun. I would probably want to try a new character, because the telepathic bug guys seem really cool, and I am realizing that I don't like the spore druid concept as much as I thought. Regular moon druids have felt more fun and flexible. But a cool bug guy with like two swords, a shield, and a gun in his hands, that sounds fun. Edit: bonus points if you could work in some light-sabers or something somewhere down the road.
  22. Lazuli Lazali Lulura, AKA Squishy AC 17 | HP 24/33 (THP 0) | 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 is more than happy to continue bashing away with their leg. OOC Action: Attacking the Gith with Boomer.
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