Dice berek and hadhod wis save vs. hypnotic pattern:
1d20
12
1d20+1
(5)+1
Total = 6
3 hits, damage is 12 slashing after damage reduction from rage. 3 more bludgeoning damage from the fall to the ground.
Berek is paralyzed and incapacitated by hold person and hypnotic pattern. More to follow.
__________________
I have taken the Oath of Sangus.
15/15
Last edited by MemoryBeast; Jun 10th, 2018 at 10:35 PM.
Berek growls as he feels his strikes fall ineffective and then strikes fall in return, scouring his hardened flesh with his own blood. He manages to push through the line but then the magic assault happens. Hadhod gained a moment of praise as the horse leapt over the grease then his own muscles began to fail, locking in place, not responding to his commands. He felt his back hit the ground and he gasped for breath. The hypnotic pattern threw his mind in a daze, he had felt this before but could not hold himself against it. His thoughts turned inward, his wife and daughter...He would not feel their touch and their joy just yet..
-Paralyzed
-Incapacitated
Berek Steadyhand | Human Outlander Level 6Barbarian
HP: 50/65 | AC: 10 + 2 Dex + 3 Con + 2 Shield17 | Current Initiative: +7 | Weapons: +7, 1d8+4. On a natural 20, the extra die for the critical hit adds an extra +7 damage. Vicious longsword +1 & +5, 1d6+2, 20/20 arrowsShortbow & +6, 1d4+3Dagger Abilities: STR 16 (+3) | DEX 14 (+2) | CON 16 (+3) | INT 8 (-1) | WIS 10 (+0) | CHA 10 (+0) Saves: Str +6 | Con +6 Passive Senses: 13 Skills: Animal Handling +3 | Athletics +6 | Nature +2 | Perception +3 | Survival +3 | Features:
-In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.Rage - 3/4 per long rest
-Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustionFrenzy
-Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack
-At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense
-Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Alert
-You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t halve your speed.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Athlete
-You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mounted Combatant
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack
-Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.Fast Movement
-Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.Mindless Rage
-
Large beast, unaligned
Armor Class: 10
Hit Points: 5/13
Speed: 60 ft.
STR 16 (+3) | DEX 10 (+0) | CON 12 (+1) | INT 2 (-4) | WIS 11 (+0) | CHA 7 (-2)
Senses: passive Perception 10
Languages: —
Actions:
Hooves: Melee Weapon Attack - +2 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.Riding Horse Gear:
-Backpack
-Backpack50 feet hempen rope
-5 in backpack, 5 in saddlebag10 torches
-Saddlebag10 days rations
-BackpackBedroll
-BackpackMess kit
-BackpackTinderbox
-BackpackWaterskin
-Tied to saddleTwo-person Tent
-Iron Torc of Naraka
__________________
Clear out your inboxes and outboxes!
Last edited by Arthilian01; Jun 12th, 2018 at 04:32 PM.
Arkad's smile only widens as Yu Yan grabs his wrist, and widens further still at her firm telling-off. "You will be perfect for my son, I think," he chuckles, rubbing his wrist idly when Yu Yan releases it. "I could leave him in no finer hands."
He draws himself up and strolls from the bedchamber, stopping in the doorway as he passes Yu Yan. "If you are willing to walk the Paths for my son's sake, Yu Yan, then you will take your first steps tomorrow. There is a matter for which Lady Jieyou's presence will be required... and another matter, for which I will require you. Be prepared for a carriage ride into the city tomorrow morning, to the Heavenly Cult's temple in the outwall borough. Prepared for both matters."
He nods his head in the slightest of bows. "I bid you good night, Lady Jieyou."
Without - and without any further elaboration on the tasks he has in mind for her on the morrow - Lord Arkad takes his leave. Whatever he intends for her, and however she should prepare, he seems content to leave it to Yu Yan to decipher as best she can.
Another test... everything is always a test.
Drevan, Jin, Nessima, and Jaster set out from Candle Row, following Mother Angka's cryptic guidance to the Red Lantern District. By night, this district of taverns, brothels, and bhang dens is Kal Vakhor's seediest and most raucous borough, home to every sin and delight that will turn a profit for the criminal networks of the Thousand Hidden Paths. In the grey and dingy light of day, however, the red lanterns are dark, and the establishments over which they hang quiet. The streets are thinly populated; a few bleary-eyed drunks shielding their eyes from the sun as they stagger home; a few haggard menials sweeping the streets clean of the blood and refuse of last night's revels, a few bhang addicts shivering in the alleys. You can't imagine what any dweller in this wretched place could have to do with a gifted healer or a temple to Heaven's light... but you've got Mother Angka's directions right; this is definitely the place.
The Serpent and Egg, by comparison to the rest of the district, is well-kept, almost inviting. It's a taller structure than most around it, three sturdy stories tall, with well-swept tile awnings beneath the balconies at each level, and strings of red lanterns trailing from each corner of the roof. Several servants, in uniform livery and looking better-fed than the other menials you've seen hanging about the district, are hard at work sweeping and tidying. One of them is up on a ladder with a jar of black paint, retouching the sign hanging out front: a striped serpent with its jaw unhinged to swallow a large egg clutched in its coils. Lounging outside the front door are several more individuals who seem to be employees of the establishment, but these are more sharply dressed and seem to have much less work to do - they smoke long-stemmed pipes as they laze about out front, their eyes roaming the streets. Each bears at least one curved blade, prominently displayed at his hip. Their gaze, at once lazy and predatory, fixes on the four of you as you approach.
Everyone outside the serpent and egg, the workers and the muscle alike, is slender and graceful, with pretty, delicate features... and every one of them has the subtly-pointed ears that mark an elf-blood.
__________________
I have taken the Oath of Sangus.
15/15
Last edited by MemoryBeast; Jun 11th, 2018 at 03:06 PM.
This was always how it was, on the Paths. "Find this one, ask about this. She may lead you to that one, who knows someone who might know someone who's seen what you seek." People spoke of the Thousand Hidden Paths, but what there really was were a billion nooks and crannies - most utterly without merit, but buried among them were treasures beyond reckoning.
As more individuals came into the shop, it was clear that their chat was at an end. They had the next step. Nessi looked to her three friends. "Shall we?" It would be easy enough to find the red lantern district - any urchin would point the way for a copper. Once there, the Serpent and Egg would be easy enough to find the same way.
Finding the Serpent and Egg was as easy as she'd thought, and when she and her friends approached the stout building it was all Nessi could do not to gawp. It wasn't just that the den of iniquity was just positioned so blatantly, it was that it was quite obviously staffed by people like her. In the open! In all her years traveling, she hadn't seen anything like that, not even on the furthest, most tattered fringes of the empire. This city was built on layers upon layers of intrigue, and in that regard, it was much like a spider's web.
So Nessima approached brazenly, moving as smoothly and quietly as only one with the blood of Elves can. As she drew near, she shook her hair out a little to draw obvious attention to her head and ears. Drawing up about two feet away from the individual nearest the door, she said simply, "We would speak with Seven Devils Clever. Mother Angka sent us."
The half-elven thug looks Nessima over, a slow smile spreading over his thin features. ""A thousand welcomes," in the old tongue.Iltha qer'anin, sister," he drawls. "Don't think I've seen you around here before, but any daughter of the noble blood is always..."
At Nessima's request, however, he stops short, straightening up and losing the languid drawl. "The old witch sent you, did she?" he demands, glancing suspiciously over Nessima's shoulder at her three companions. "Well... she's all right, for a human, and the Family owes her a favor or two. For her... and for a sister of the blood... Seven Devils Clever will probably be willing to hear what you have to say. But "Take warning,"han'tha voras, sister," he adds. "He'll be happy to see you, but don't let your round-eared friends mouth off where he can hear them. He'll think it's funny... and you wouldn't like his sense of humor."
With a crooked smirk, he steps to the side, admitting Nessima and her companions to the Serpent and Egg. The interior of the bhang parlor is mostly deserted... but only mostly, for even at this time of day, there are a few deeply-addicted patrons lounging on red cushions in the parlor's shadowy corners. The slight, silent attendant, elf-blooded like those outside, gives a fawning bow and scurries ahead of the party, guiding them up the back stairs and into a private room, screened off from the rest of the establishment by heavy maroon drapery.
Within, several elf-bloods, each as lithe and mean-looking and heavily-armed as those outside, lounge about a low table, savoring pipes of bhang as they carry on a low, murmuring conversation. At first glance, they're all as young-looking as the ones outside, but Nessima recognizes the subtle clues of bearing and complexion that betray a much greater age in the long-lived elf-blooded... whatever the "Family" is, these are clearly its elders.
The only one not talking is the man at the head of the table... although you see at once what Mother Angka meant when she hesitated at calling him a "man." His dark, angular face would be beautiful, in a feral sort of way, if not for the nasty scars across his lips and the bridge of his nose, and the deep red eyes with golden, cat-like irises that match the golden rings in his nose and ears. And those ears... they aren't subtly pointed like Nessima's, or most of the elf-bloods hanging about the Serpent and Egg. They rise to knife-sharp points like a devil's horns, betraying a lineage far more elven than human... and, by the look of him, that may not even be the most exotic thing in his family tree.
The conversation goes dead quiet as Nessima and the others are shown in. The looks on the faces of the elf-bloods are nakedly hostile, but the strange-looking man at the head of the table, who can only be Seven Devils Clever, takes in his guests with a look of wicked amusement.
"May I help you?" he asks mildly, taking a long pull on his bhang pipe.
__________________
I have taken the Oath of Sangus.
15/15
Last edited by MemoryBeast; Jun 11th, 2018 at 10:11 PM.
Jaster gathered his things he knew Angka was done with the for the day and his business would have to wait. Jaster smiles as Nessima asked an urchin how to get to the red lantern district, he knew and had been there many times to meet customers and other reasons. He was a bit excited as where they were going he had never been. He had head of the elven drug den but that was not a place he had ever been invited to. He was silent in the back while Nessima got right to the point. He had no intention of talking but he would be listening and looking around. He even considered trying to cast a detect thoughts spell but a place like this would likely have magics to prevent that or at least notice him casting a spell. It was too dangerous to risk. Instead he would have to trust his own intuition.
When they were introduced to Seven Devils Clever he kept his eyes low. He was very interested in the creature and tried to catch if his words were truth but he suspected someone of his age was a much more accomplished liar than he was insightful, but he tried anyway while saying nothing.
Rolls:
Dice insight:
1d20+4
(7)+4
Total = 11
Move Action:
Action:
Bonus Action:
Reaction: cast shield +5 ac if he is hit
Interaction:
Notes:
Jaster | Wizard (Diviner) | Level 6
HP: 38/38 | AC: 12 (15 Mage Armor) | Initiative +7 | Spell Bonus +7 | Spell DC: 15
Abilities: Str: -8 (-1) Dex: 14 (+2) Con: 14 (+2) Int: 18 (+4/7) Wis: 12 (+1/4) Cha: 12 (+1)
Passive Perception: 16 | Passive Investigation: 22
Feats and Abilities: Always on the lookout for danger, you gain the following benefits: You can’t be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.Alert | Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.Observant (Int) You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.Luck Points Used: 0/3 | Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.Portent Rolls: 16,4 | Beginning at 6th level, when you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.Greater Divination
Spell Slots Used: 1st: 0/4 | 2nd: 0/3 | 3rd: 0/3
Current Spells Prepared (10):Mage Armor, Shield, Invisibility, Detect Thoughts, Sending, Mind Spike, Fireball, Hypnotic Pattern, Dispel Magic, Remove Curse
Cantrips: Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Firebolt, Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).Toll the dead,Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Light, Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Minor Illusion
Level 1: 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic (R), 1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar (R), 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.Comprehend Languages (R), 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armor, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile, 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter, 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.Feather Fall, 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Charm Person
Level 2: Choose one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half on a successful one. On a failed save, you also always know the target's location, but only while the two of you are on the same plane of existence. The target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you. At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.Mind Spike, This is a 2nd level spell that functions identically to a normal 3rd level sending spell in all ways... except that, rather than being delivered silently, the message that you send will be delivered by a small animal of some kind, similar to a familiar, which is conjured out of nothing to deliver the message, and then disappears. You don't get to pick the animal.Mother Angka's Sending, 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.Hold Person, 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.Detect Thoughts, 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Invisibility, 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.Scorching Ray
Level 3: All curses affecting a creature or object you touch end. If the object is a cursed magic item, the curse remains, but its owner's attunement ends.Remove Curse, Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut (R), 3rd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste, 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Fireball, 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Duration: Concentration, up to 1 minute You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.Hypnotic Pattern, Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.Dispel Magic 1st: cause fear, false life, identify, protection from evil/good, ice knife, ray of sickness
2nd: arcane lock, blindness, flaming sphere, misty step, ray of enfeeblement, web
3rd: animate dead, clairvoyance, glyph of warding, lightning bolt, stinking cloudSpells not yet in Spell Book
Drevan followed closely on Nessima’s heels as they made their way into the Serpent and the Egg. He walked softly and made sure to pay heed to Mother Angka’s words of warning to let Nessima do the talking. Normally Drevan could be counted on to make a rash or foolish decision...but not today.
The group made their way upstairs, past half-dead bhang addicts, emaciated and oblivious. Drevan looked at them with pity and in some ways he felt a strange kinship with them. He certainly knew what it was like to let desire consume you to the point of death. The irony was not lost on Drevan as he stayed behind the elven bard. He made sure to keep his hood up and his eyes cast low as they reached the top of the stairs and were led past a plush mahogany curtain.
Drevan made sure to avoid eye contact with the group of elves that they found seated, enjoying some bhang of their own. He waited patiently to follow Nessima’s lead as a most striking elf...surely Seven Devils Clever, addressed them, “May I help you?” he asked. Drevan said nothing, but slowly pulled down his hood, and looked at the elf.
Features:At 6th level, you get something like a zombie's Undead Fortitude feature:when you drop to 0, you make the saving throw, and then, if you make it, you can spend the ki point and avoid being dropped to 0
against a DC equal to 5 + (damage of the attack that put you at 0). If you succeed, you're dropped to 1 hp instead of 0, no matter how much damage you took. If the save fails, you can choose to spend additional points of ki, with each point adding +5 to your save result.Mastery of Death Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level. You can then add those hit points as a necrotic attack bonus.Touch of Death, You have mastery over unarmed combat and certain types of weapons called Monk weapons which are short swords or any simple melee weapon that does not have the Heavy or Two-Handed property. You gain the following benefits while you are not using armor, nor shield, and only using monk weapons or are unarmed.
You can use your DEX modifier instead of the STR modifier for attacks and damage rolls while using unarmed strikes or your monk weapon.
Your unarmed strikes deal 1d4 damage, this d4 changes as you gain monk levels: to a d6 at level 5, to a d8 at level 11 and to a d10 at level 17. You also can use this die to replace your monk weapon strike damage.
When you use your attack action to use your monk weapon or an unarmed strike, you can use your bonus action to deal an additional unarmed strike, if you have not used your bonus action yet.
Certain monasteries use monk weapons in their training. These weapons are simple weapons with an Asian martial arts weapons inspiration. You can choose any simple weapon from the weapon table [PHB] and use it as a monk weapon, for example: you can wield a Nunchaku which is two wood sticks conected by a chain. (Here you use the club stats, but it works as a monk weapon for you; while the club normally deals 1d4 bludgeoning damage and the strength mod, when you reach level 5, with your martial arts you can use your Dexterity modifier, and a d6 to deal the damage with your Nunchaku). Martial Arts, Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table, You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, You learn more ki features as you gain levels in this class, When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points, Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Ki, Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.Deflect Missiles, Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.Stunning Strike, You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you. Mage Slayer, Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.Alert, You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.mobile, Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.Flurry of Blows, ou can spend 1 ki point to take the Dodge action as a bonus action on your turn.Patient Defense, You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.Step of the Wind
HP: 45/45, AC: 17 , Vision: normal, Ki: 6/6
Init: +9 Speed: 55, Passive Perception: 13,
Saves: STR +2, DEX +7, CON +2, INT 0, WIS +3, CHA -1
Female human monk (tranquility) 6th level. (sheet) (character page) HP: 57/57 | AC: 17 | Speed: 55 | Saves: Str +3; Dex +7; Con +4; Int 0; Wis +3; Chr -1 Skill Prof: medicine +9, acrobatics +7, perception +6 (passive 16), persuasion +2, survival +6, athletics +3 Ki points used: 0/6 | Luck used 0/3 | Healing pool used: 0/60 | Hit Dice spent: 0/6 Conditions and/or active spells: Sanctuary (DC 14 wis)
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Upon seeing the openness at witch the half-elves displayed themselves, Jin gapes like a tourist. She tries not to, but it is such a shock. So many questions flood her mind. How brazen? How does the heavenly cult not come here and cleanse this? Not that she wants that, but it was a reality she thought existed. She didn't want to go in there. The whole place made the monk uncomfortable on many levels.
She gives Nessi's had a supportive squeeze to silently communicate her faith in her and that she isn't alone.
They enter and are not thrown out instantly. So far, so good. They meet the creature calling himself Seven Devils Clever. He was beautiful, the same way a wolf is beautiful. Jin wonders if he is a true elf, a pure blood. Even just a few years ago, she could have likely been convinced to hunt this being, to kill him and remove his tainted bloodline from the world. How her perspective had changed since walking the paths.
She lets her cloak of calmness sooth her and she just stands next to and a little behind Nessima. Jin lets her hands rest behind her lower back and lets her passive perception is fine, but I can roll a general perception check to look for danger:
Dice perception:
1d20+6
(7)+6
Total = 13
awareness widen around her. She bows her head very slightly as his offer to help, but says nothing.
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Last edited by Still_Pond; Jun 12th, 2018 at 04:04 PM.
While Berek is dazed, two of the Throne riders haul him to his feet, strip him of his weapons and and bind his arms securely behind his back. Taking no chances with the powerfully-built barbarian, they not only manacle his wrists together with iron binders, but lash his elbows together with a length of hemp rope, and further secure all of it with another length of rope wound about his midsection. A Not the Iron Torc, which the bearded leader personally removes.heavy iron collar is fastened about his thick neck. Two separate lengths of chain run through a ring at the front of the collar, with each end held by a cavalry rider, just mounting up as Berek begins to recover his senses.
Hadhod, meanwhile, is fitted with a bit and bridle, for he wore none before, anymore than he wore a saddle. The Horse Clan do not rely on such things. Were he not as stunned by the hypnotic spell as Berek, Hadhod would never tolerate being bridled; as it is, he bucks and rears once the bridle is in place, following along only reluctantly as the cavalry officers mount up and drag him along.
The mages who lead this procession, meanwhile, ignore their captives in favor of the prize they have taken. "Is it really the Iron Torc?" murmurs one of the four apprentices - the only woman among their number - studying the humble-looking iron band adorned with crudely-wrought ram's heads. "I thought it would look... fancier."
"It's quite real," the old man says grimly, tucking it away into a leather pouch at his side, beneath his embroidered mantle. "The one who wrought it was not concerned with appearances."
"The one who wrought it?" the apprentice asks in a hushed voice. "You mean...?"
The old man silences her with a stern glare, from which she visibly quails, but before he can say more, one of the other apprentices glances Berek's way.
"Father Dameron," he murmurs. "The spell's wearing off... the barbarian is awake."
Berek shakes his head, his hair whipping about just a little and immediately he realizes that he is bound pretty heavily, a rope around his elbows pulling them together as well as manacles that bind his wrists. The iron collar chafes his neck as he tenses his neck muscles and he realizes that he no longer wears the Torc. He has failed his friends, He made a silent vow to them that he would protect it. This did not crush his will, he summoned all the strength he could muster, feeling the rage of his ancestors, he would break these bonds. He growled and pulled with everything he had. His muscles strained and tensed, He would not be held by the means of man! With a roar that eventually died down coming from his throat, his bonds held and he his head sagged, he knew that no mortal man could ever bend or break metal as if it was nothing. He was bound with rope and metal, after all...And he would throw his life away trying to escape. He had no choice but to let these men take him to Kal Vahkor.
Berek Steadyhand | Human Outlander Level 6Barbarian
HP: 50/65 | AC: 10 + 2 Dex + 3 Con + 2 Shield17 | Current Initiative: +7 | Weapons: +7, 1d8+4. On a natural 20, the extra die for the critical hit adds an extra +7 damage. Vicious longsword +1 & +5, 1d6+2, 20/20 arrowsShortbow & +6, 1d4+3Dagger Abilities: STR 16 (+3) | DEX 14 (+2) | CON 16 (+3) | INT 8 (-1) | WIS 10 (+0) | CHA 10 (+0) Saves: Str +6 | Con +6 Passive Senses: 13 Skills: Animal Handling +3 | Athletics +6 | Nature +2 | Perception +3 | Survival +3 | Features:
-In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.Rage - 3/4 per long rest
-Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustionFrenzy
-Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack
-At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense
-Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Alert
-You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t halve your speed.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Athlete
-You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mounted Combatant
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack
-Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.Fast Movement
-Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.Mindless Rage
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Large beast, unaligned
Armor Class: 10
Hit Points: 5/13
Speed: 60 ft.
STR 16 (+3) | DEX 10 (+0) | CON 12 (+1) | INT 2 (-4) | WIS 11 (+0) | CHA 7 (-2)
Senses: passive Perception 10
Languages: —
Actions:
Hooves: Melee Weapon Attack - +2 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.Riding Horse Gear:
-Backpack
-Backpack50 feet hempen rope
-5 in backpack, 5 in saddlebag10 torches
-Saddlebag10 days rations
-BackpackBedroll
-BackpackMess kit
-BackpackTinderbox
-BackpackWaterskin
-Tied to saddleTwo-person Tent
-Iron Torc of Naraka
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Last edited by Arthilian01; Jun 14th, 2018 at 06:57 PM.
"May I help you?" Four words could be the beginning of almost anything. Until today, Nessima knew, she had really been a background player in their adventures. Not irrelevant, not at all, but in a fight she was wholly unsuited to the front lines.
In a physical fight, anyway. But wars were often begun and ended at council tables, and Mother Angka had made it clear that this was to be her challenge. The weight of responsibility was unfamiliar and uncomfortable. Keeping her face and voice composed, she inclined her head politely to the imposing Elf.
"Thank you for seeing us. For their sake, I would speak the common tongue. But I can speak the Old Tongue if you preferNan' amin can quena i' iant lambe manka lle ve'. Mother Angka suggested that we seek you out, that you may be able to help us. This one," Nessi said, indicating Drevan with her hand. "My friend, is in need of a healer, a particular healer, who might be found in the Temple of Heaven. Mother Angka suggested that, if you chose, you might be able to put us in contact with such an individual. We would be grateful for any assistance you could provide, and in return, it is possible that we could be of some small help to you in your various...endeavors."
Nessi had had her life force stripped away by dark magic and had run through a horde of skeletons on a suicide mission to open a sarcophagus. This was so much harder.
Yu Yan slumped onto her bed as Lord Arkad left her chamber. So the game continues... This delicate dance of keeping his respect without letting him have everything he desired had left her as exhausted as the day's journey. Some part of her longed for another bath but she opted for sleep instead. It did not take her long before she was asleep.
The morning sunlight crept into her room in what felt like an instant. Yu Yan awoke, and began the laborious process of applying cosmetics and arranging her hair so she could assume her Lady Jieyou persona. It felt like slipping into an unfamiliar pair of shoes after so many nights sleeping in leather on the ground. In her pack, she placed her leather armor, her blades, her bow and arrows, as well as the mysterious bracers from the marsh. A dark alley and a few minutes would suffice for her to change into her other persona. Lady Jieyou's mask took more time to craft. Soon, she was descending from her chamber to await the carriage that would take her to a temple at the edge of town.
YuYan| Human / Charlatan / Rogue 6
HP: 33/33 | AC: +4 Dexterity, 10 noble clothes14 | Initiative +9 | Weapons Readied: none
Abilities: STR 8 (-1) | DEX 18 (+4) | CON 10 (+0) | INT 14 (+2) | WIS 10 (0) | CHA 17 (+3)
Skills: Deception +9 | Insight +6 | Perception +3 | Persuasion +9 | Sleight of Hand +7 | Stealth +10 Character Sheet